Daemon2027 Posted May 5, 2014 Author Share Posted May 5, 2014 Damn, may build one for kill team games but not use them in zone mortalis. Link to comment https://bolterandchainsword.com/topic/290583-zone-mortalis-help/page/2/#findComment-3675601 Share on other sites More sharing options...
blackoption Posted May 5, 2014 Share Posted May 5, 2014 I would not discount terror squads out of hand. Infiltrate and Fear are very useful in ZM. Personally I would leave them as an Elites choice. I would actually caution against dreadnaughts. Part of the rules of ZM is that if the model cannot fit in the space, they cannot move forward. Dreadnaughts are high risk of being isolated by the terrain alone even if they do provide lethal fire power to the fight. In its place, I'd use a Rapier battery if I needed extra heavy firepower. Do not be afraid to use doors and other closeable barriers as ambush points for opponents. Night lords fighting style is more about picking off the weak elements of the enemy first, before tearing out the throat (at least in my mind). Use the blind panic rule to your advantage and close off escape routes. Those are my 2 cents. Link to comment https://bolterandchainsword.com/topic/290583-zone-mortalis-help/page/2/#findComment-3675633 Share on other sites More sharing options...
Kol Saresk Posted May 5, 2014 Share Posted May 5, 2014 I would not discount terror squads out of hand. Infiltrate and Fear are very useful in ZM. Personally I would leave them as an Elites choice. I would actually caution against dreadnaughts. Part of the rules of ZM is that if the model cannot fit in the space, they cannot move forward. Dreadnaughts are high risk of being isolated by the terrain alone even if they do provide lethal fire power to the fight. In its place, I'd use a Rapier battery if I needed extra heavy firepower. Do not be afraid to use doors and other closeable barriers as ambush points for opponents. Night lords fighting style is more about picking off the weak elements of the enemy first, before tearing out the throat (at least in my mind). Use the blind panic rule to your advantage and close off escape routes. Those are my 2 cents. Actually some Breacher/Terror squad combos might be good here. Use a Graviton Breacher to seal off escape routes and use Volkite Terrors to just pour shot after shot at the enemy. Maybe keep a Breacher nearby to tarpit. Link to comment https://bolterandchainsword.com/topic/290583-zone-mortalis-help/page/2/#findComment-3675812 Share on other sites More sharing options...
Daemon2027 Posted May 6, 2014 Author Share Posted May 6, 2014 Ok. Well what I might do is have one destroyer squad, one terror squad and one contemptor. That should give me a bit of choice with the elites. Troop wise breachers and support squads. Fast attack feels redundant although i may paint some night raptors for the hell of it. Link to comment https://bolterandchainsword.com/topic/290583-zone-mortalis-help/page/2/#findComment-3676653 Share on other sites More sharing options...
Daemon2027 Posted May 6, 2014 Author Share Posted May 6, 2014 Ok so I sat down with the lists to throw something together. Praetor Chainglave, bolter, meltabombs, iron halo - 147 Terror Squad +2 executioners, 6 volkite chargers, lightening claw (headmen) - 200 Destroyer Rad launcher,phosphex bombs and powerfist (sgt) - 195 OR Contemptor Additional ccw, 2x heavy flammer - 195 Tac squad Chainswords, Power weapon and melta bomb (sgt) - 185 Tac Squad Chainswords, Power weapon and melta bomb (sgt) -185 Tac Support Squad Flamer - 100 I was trying to go for the 'bring more men to a fight' mentality, but still have those terror aspects. Drive the enemy to the guns and chainswords of the tac squads. Link to comment https://bolterandchainsword.com/topic/290583-zone-mortalis-help/page/2/#findComment-3677283 Share on other sites More sharing options...
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