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Help building a 2K Night Lord list


FashaTheDog

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I want to build a Night Lords list, but I have tried a few things and cannot really find a list I like.  There are only two absolute, non-negotiable units I absolutely must have, Night Haunter and Sevatar.  That's it, the rest is pretty much whatever.  I wish I could take a Glaive, but Kruze takes priority and it is too many points to take in a 2,000 point list.  I do like volkite weaponry a lot, but who doesn't?

 

I have played with a variety of non-mechanized forces and while I don't have anything against jump infantry, a squad or two is nice, but if possible I would like to avoid going jump infantry heavy.  What kind of suggestions would people have for building a 2,000 point Night Lords list with both Sevatar and the Primarch? 

Some terminators to capitolise on Sevs teleport homer? Heck your taking the primarch and the first captain have you considered pride of the legion? Maybe back curze up with some Night Raptors so he isn't leaping about alone, can squeeze a few power axes into them.

Well, theres always the Onslaught FoC which has -1 FA, +1HS and +1 LoW But at 2k Points the 25% points allowance for LoW won't really permit taking 2 if you play it RaW.

 

However, you can never get first turn and per RaW you wouldn't be able to take a RoW.

 

If you want to bring Curze and give him a squad, Night Raptors are the way to go since both he and they are Jump.

 

Sevatar lacks mobility so you'd have to give him a Transport and either Terminators or Terror Squads would do well with him. If you like Volkites, look no further than Terror Squads since they can stock up on them; though they get expensive real fast.

 

A Framework Example could be:

 

HQ:

Sevatar

Consul: Primus Medicae, Jump Pack (stick with Cruze and Raptors for FNP)

Elites:

-Apothecarion Detachment; 3 Apothecaries (1 per terror Squad)

 

Troops:

-Terror Squad

-Terror Squad

-Terror Squad 

 

Fast Attack:

-Night Raptor Squad 

 

Heavy Support:

-Fire Raptor

 

LoW:

Cruze: RoW Terror Assault

 

Havent taken into account Squad size or Upgrades but barebones like this you should have a few hundred points to play around with, iirc.

I was also thinking about running a mechanized list.  While Night Haunter is too good for a transport, I was wondering about ideas heading in this direction as all my tank list seem to fall short of points to have enough "proper tanks."  I had forgotten to mention it, but the one list I do wish to avoid at all costs is a deep strike heavy list as the Iron Warriors army I would run, if I ever get around to building it, would entirely deploy by deep strike. 

 

Now after looking at the above framework, this is similar to what I've been toying with, sans the Fire Raptor due to a lack of a good proxy, and the big issue is that I keep running out of points before I am happy with it.  I know moving to 2,250 points would easily solve this as I am always about 200-something points shy of happiness, but 2K is the standard size in my group, hence this thread's existence.

 

So I've played around with these and there are a couple of ideas, but still, none really strike me like the Iron Warriors list I came up with a while back, but I am ordering the wonderful Night Haunter and Sevatar models and they will see the table!

 

Pride of the Legion - 1,991 points

Night Haunter

Sevatar

Primus Medicae - Chainglaive, jump pack

2 Rapiers - Quad-mortars

7 Destroyers - Missile launcher

7 Terror Marines - All w/ volkite chargers, Headsman also w/ chainglaive

5 Terminators - Transponder, 1 w/ plasma blaster & power claw, rest w/ combi-melta & power claw

5 Terminators - Transponder, 1 w/ plasma blaster & power claw, rest w/ combi-melta & power claw

8 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

 

Here I bring in two units of Terminators with Sevatar hiding with the Terror Squad as Haunter and his bullet screen advance with the rest hanging back firing away.  Not 100% thrilled with this as it seems to be missing something.

 

Terror Assault - 1,930 points

Night Haunter

Sevatar

Primus Medicae - Chainglaive, jump pack

3 Apothecaries - Volkite charger

7 Terror Marines - All w/ volkite chargers, Headsman also w/ power claw

7 Terror Marines - All w/ volkite chargers, Headsman also w/ power claw

7 Terror Marines - All w/ volkite chargers, Headsman also w/ power claw

7 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

Fire Raptor

 

Based off of the above posts.  This is really lacking anti-armor.  I can get back 135 points from just the volkite, which I could put towards a Whirlwind Scorpius or a pair of Rapiers perhaps.

 

Armored Spearhead perhaps - 1,745 points

Night Haunter

Sevatar

Contemptor-Mortis - Kheres assault cannons, havoc launcher

10 Tactical Marines - Combi-flamer, power claw

Rhino

10 Tactical Marines - Power claw

Rhino

7 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

Sicaran - Armored Ceramite

Whirlwind Scorpius

 

This list seems to appeal to me a little more at the moment, but I am unsure of where to go with it as every direction I think of keeps sailing past the 2,000 point mark, some of them so far past I feel like I ought to get a post card saying "wish you were here."  Originally I was thinking a tank column with the Primarch and his escort keeping pace from the shadows, but it can go in a number of directions.  I could add a squad of Terminators, but doing so still leaves Jago all alone.  It is also tempting to drop the Sicaran for another Scorpius and a pair of Terror Squads.

 

No Rite of War - 1,990 points

Night Haunter

Sevatar

2 Rapiers - Quad-mortars

1 Rapier - Laser destroyer array

10 Destroyers - 2 Missile launchers, power claw, 2 phosphex bombs

7 Terror Marines - All w/ volkite chargers, Headsman also w/ power claw

10 Tactical Marines - Combi-flamer, power claw

10 Tactical Marines - Power claw

Whirlwind Scorpius

Whirlwind Scorpius

 

Finally, this list is also going to have trouble against armored lists.  I could have 185 points to toy with by dropping all the Rapiers.  Still, this list seems like the others, that is is missing something.  This is just what I've been toying with based off of my past games and what I have used. 

 

In case you are curious, that Iron Warriors list I really like is:

Perturabo - Orbital Assault

Primus Medicae (with Heavy Support Squad)

5 Tyrant Siege Terminators

10 Breacher Marines - Power claw, 2 meltaguns

10 Tactical Marines - Combi-melta, power claw

Drop Pod

10 Tactical Marines - Combi-melta, power claw

Drop Pod

Anvillus Dreadclaw

Deathstorm Drop Pod - Krak launchers

6 Heavy Support Marines - Augury scanner, volkite culverins

Drop Pod

Everything in reserve and start by bringing in two Drop Pods and then rolling for reserves on turn 1.

First, how do you feel about the Deredeo?

Because it and 3 Thudd Gun Rapiers give you 16 48" S8 Sunder Shots to rain down onto armor from afar whilst the Deredeo also lets you tackle anti-air duties quite handily and can even shoot its missile launcher at other things to potentially kill 3 tac marines per turn (3 tac marines earning back the cost of the launcher itself) which also always hits side armor and doesn't need LoS to be shot at targets.

It also costs +/- the same as a Fire Raptor (the Eddy, that is)

So you could be looking at:

LoW:

Cruze: Pride of the Legion

HQ:

Sevatar

Primus Medicae: Jump Pack

Troops:

Can go one of two ways

Legion Terminator Squad: Transponder & Gear, probably Heavy Flamers or Plasma Blasters over Reaper Autocannons due to proximity.

I personally wouldn't go crazy with Combi-Weapons since they sink points fast. Bringing the squad up to 10 with 2 HF or PB would give you more long term durability and consistent firepower that doesn't peter out after a single shot.

Take 2 to fulfill minimum compulsory, obviously tongue.png

OR

Legion Veteran Tactical Squad: 10 Men in a Transport. Much more flexible of a unit but do not have an Invuln and are only 3+

Special Options to consider:

-Heavy Flamer. Coupled with Sniper USR that they can chose, you could deal some serious damage with it on to-wound rolls of 6s (for the target being hit, that is)

-Heavy Bolter. Again, Coupled with Sniper the squad has more fire downrange to try and get those Sniper hits that always wound on a 4+ unless you've got better and Ap2 on 6s.

-Missile Launchers w/ or w/o Flakk. Less flexible of a choice but can work or Outflank for nice side shots.

-Give them Furious Charge, 2 Heavy Flamers and a couple of Power Weapons and they can be pretty nasty.

They pay for this flexibility in cost and durability though; terminators may actually end up being cheaper to field. If you take 2 squads, one will obviously be 9 man for Sevatar. No such problem with terminators since they're DSing in.

Elites:

Legion Rapier Battery: 3 Rapiers, Thudd Guns. (they have shatter shells, remember)

Optional depending on points

Legion Destroyer Squad: Jump Packs or a Transport, 10 men, 2 Rad Missile Launchers. Use them to soften up targets or as counter-assault units.

Fast Attack:

Night Raptor Squad: 5+ Marines, 3 special weapons max.

Heavy Support:

Deredeo Dreadnought: Aiolos Missile Launcher, Anvillus Autocannon Battery (comes stock)

It comes down to you really, but I feel that this might have the most solid/flexible core of a list since it covers most of your bases:

-Sufficient Anti-Armor Volume of fire to threaten even Spartans (though you still want to avoid the Flare Shield), Sunder helping you re-roll failed tests.

-Durable or Flexible troops selections

-Anti-Air is covered by the Deredeo and it can snipe up to 3 Marines turn 1 with its 60" missile launcher and more thereon or even a Rhino since its going to be hitting side armor. Pinning is just an added bonus since a 20 man tac blob failing a pinning test turn 1 hurts tongue.png

EDIT:

Conversely, you could add in a 10 man Seeker Squad Loaded up with Combi-weapons and erase things ASAP when using Plasma in rapid fire range.

Huh, my reply didn't post.  Well it was probably my fault somehow, so no use crying over spilled milk.

 

Well the Deredeo is still experimental rules and will more than likely have more arm and carapace weapon choices, otherwise why sell those two separate from the torso.  This means I will want to wait for a published set of rules in Horus Heresy V before I consider it as they might tweak the points enough that it upsets my list or come out with options that would make it different enough to rework my list significantly. 

 

I am going to try out a variation of the 1,745 point list in my next game.  

Night Haunter

Sevatar

Contemptor-Mortis - Kheres assault cannons, havoc launcher

10 Tactical Marines - Combi-flamer, power claw

Rhino

10 Tactical Marines - Power claw

Rhino

7 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

Sicaran - Armored Ceramite

Whirlwind Scorpius

 

That leaves me with 245 points.  One idea is losing the Contemptor-Mortis, which is a shame because he is one of those pretty models that would be nice to include:

Night Haunter

Sevatar

7 Destroyers - Power claw, phosphex bomb

Rhino

10 Tactical Marines - Combi-flamer, power claw

Rhino

10 Tactical Marines - Power claw

Rhino

7 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

Sicaran - Armored Ceramite

Whirlwind Scorpius

Fire Raptor

 

I could swap out the Fire Raptor for it:

Night Haunter

Sevatar

Contemptor-Mortis - 2 Kheres assault cannons

7 Destroyers - Power claw, phosphex bomb

Rhino

10 Tactical Marines - Combi-flamer, power claw

Rhino

10 Tactical Marines - Power claw

Rhino

7 Night Raptors - 2 w/ chainglaive, Huntmaster w/ chainglaive

Sicaran - Armored Ceramite

Whirlwind Scorpius

 

That leaves 20 points for either another Destroyer or Night Raptor.  Alternatively, I could take a regular Contemptor with a Kheres assault cannon and either a heavy flamer or a chainfist.

I like my destroyer models and their concept, but why include them in the second and third list in your recent post if you don't make full use of their special weaponry?  They become very expensive short range tacticals without fury of the legion.

 

Remember with the Contemptor, if you magnetise the arms and launcher, you can switch it to a Kheres + DCCW w/Grav model later on after you get sufficient anti-air etc.

I like my destroyer models and their concept, but why include them in the second and third list in your recent post if you don't make full use of their special weaponry?  They become very expensive short range tacticals without fury of the legion.

 

Remember with the Contemptor, if you magnetise the arms and launcher, you can switch it to a Kheres + DCCW w/Grav model later on after you get sufficient anti-air etc.

I was thinking along the lines of the rad grenades making them useful to charge in with Sevatar mainly.  Still, I could stick with the Mortis and drop one of them for the missile launcher, leaving me with 5 points.  Also, I forgot the phosphex bomb on the sergeant, which I'll edit in. 

 

As for the physical Contemptor model, magnetizing was the first thing I thought of since it is wonderful looking and cries out to be put in as many games as possible.

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