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Zone Mortalis help


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I'm looking for some advice on how to build a Zone Mortalis list, like what sort of units to include, what to stay away from, what sort to take. Not looking for an ultimate power bestest list of all time but I struggle to write lists as I have no idea on all the war gear choices.

 

The idea, and I have had this in my mind for a while, is a Night Lord boarding part, I suppose something like the one that boarded the Dark Angles ship in Prince of Crow. Sevetar does not have to lead the force but I will probably buy the model :D I think I would like a terror squad as I can use that as a kill team in smaller games. I don't want a larger army as my main focus is on having a large Alpha Legion force

 

Why the Night Lords and not The Alpha Legion. I want to do something different, that can also use up some of my Mark III. The Night Lords because I have always quite liked them, since I got back into the hobby and picked up the Chaos codex (few editions back) and liked the sound of both the Night Lords and Alpha Legion. In the end I went loyalist and the Raven Guard, who, let's face it, are the best of both worlds with none of the killing.

 

So any advice on a good Night Lord themed Zone Mortalis list would be great :)

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Tactical support squads are very potent especially with zom giving the flamers shred, really I find if you build a force around 1 or 2 close combat squads then have a couple of clot support squads and maybe if points allow a contemptor dreadnaught you will have a hard hitting force that can punch hard and take the return hits

Breachers are tar pit units in mortalis.  They get to reroll all armor saves against flamer and blast templates (thus negating the shred those weapons have).  In addition, you can have special weapons ranging from flamers (for the shred) to graviton (area denial) to melta (door/dreadnaught busting).  Breachers also have defensive grenades because of the shield (and a minor invul that is really only effective in close combat).  If you decide to play with the 'blood in the void" rule set, breachers also ignore most of the rending threats that space combat has (I.E. any strength 4 and above weapon).  IF Phalanx warders take breachers and dial them up a bit, so while many will call IF Phalanx Warders pointless and ineffective, they will be even more nasty in zone mortalis.

 

Terror squads will also be rather nasty in zone mortalis.  Fear is a effective weapon (due to the blind panic rule for game) and terror squads can be just as much melee as they are shooting (Flamers are a nice bonus).  Infiltrate is also much more effective in zone mortalis (as you can actually get 12 inches away of an opponent because the terrain is dense enough). Most other legions wouldn't get infiltrate unless they ran recon squads

 

I would also recommend rapier batteries, vet tacticals (for their special rules) and fire wasp drones.

 

Oh... and plasma mortirats are lethal in zone mortalis.  Reaction fire + chain fire = Tetragrammiton Cleric*.  Even primarchs would not want to rush that consul.

 

*bonus points for the reference.

I think that a Kheresnaught would absolutely destroy face in ZM. Not to mention it gets reactionary fire with BS5....yikes

 

 

I've heard that cataphractii termies do great as cc beasts (they can't over watch) and throw a couple fists or chain fists in them to take down the inevitable dreadnought.

I've found dreadnoughts to be stupendous in zone mortalis. I was very happy to discover this since I have been lamenting their in-effectiveness during regular games. Due to their large size they can easily block a corridor (user beware though) and due to lack of vehicles there are often less weapons available to deal with them.

 

In short - dreadnoughts walk into their own in zone mortalis.

I think that recon squads would do really well too as you can take shotguns and get into a favorable position the first round with either scout or infiltrate.

 

I think their shroud bombs are also really useful as charging enemy units must make a leadership test or fail their charge automatically. Plus with cameleoline cloaks, recon squads gain a 5+ cover against all non flamer weapons if within 8"!!!

Destroyers, Breachers, and Support (Heavy and Special). Contemptors are in a class of their own when it comes to ZM, and even Rapiers are pretty dang good. Remember to take Apothecaries, you'll need those FNP saves. Assault Troops / Jump Pack Destroyers could be good for closing in fast, but they suffer dangerous terrain tests EVERYWHERE. Honestly it seems anything with a template or a negative modifier is nasty, so Rad Missile Launchers / Grenades, Phosphex, Fear inducing units, Grav guns, etc... use the board against your enemy, which also includes locking doors off to block their passage places (great for wiping out units as well). 

What about graviton weapons, they are supposedly used in boarding actions and zone mortalis operations in the fluff, what about on a rule level such as rapiers with graviton cannons etc.

Yes, and as mentioned above, perfect for denying the enemy ground to move through. The only problem is there's limited room and whatever you deny the enemy, you deny yourself. So its kind of a "be careful" type thing.

 

@Duskraider, if my math is right, three very basic and very minimum Terror Squads(five man minimum with no upgrades) are 375. Not a whole lot of room to work with once you add your HQ and start throwing in upgrades, but better than nothing. The only problem that will work against you are numbers, so don't count on using A Talent For Murder.

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