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Yeah guess what's coming down the pipe... ;)

 

HQ:

• Chaplain Centurion - Artificer Armor, Jetpack, Powerfist, Refractor Field, Trophies of Judgement - 150pts

 

Troops:

• 15x Assault Marines - Sgt. w/Nostraman Chainglaive, Squad Meltabombs - 325pts

• 8x Terror Marines - Sgt w/Nostraman Chainglaive & Artificer Armor, 8x Volkite Chargers - 235pts

• 8x Terror Marines - Sgt w/Nostraman Chainglaive & Artificer Armor, 8x Volkite Chargers - 235pts

• 8x Terror Marines - Sgt w/Nostraman Chainglaive & Artificer Armor, 8x Volkite Chargers - 235pts

 

Fast Attack:

• 5x Legion Outriders - 5x Twin-linked Meltaguns - 250pts

• Xiphon Interceptor - Ground Tracking Auguries, Armored Cockpit - 220pts

 

Heavy Support:

• Leviathan Siege Dread - 2x Siege Claws, 2x Twin-Linked Volkite Calivers, Armored Ceramite, Phosphex Discharger, Dreadnought Drop Pod - 315pts

 

Lord of War:

• Konrad Curze - 435pts

 

Total: 2500pts

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Looking good bro!

 

Like all Terror Assault lists it lacks ranged anti-tank firepower, which can be an issue when the majority of your units specialise in murdering infantry. The melta-bombs (yay for multi-bombing) on the Assault Marines makes them a real anti-tank threat, but they're only effective in assault. The same goes for the Leviathan. It'll be a big fire-magnet, which is fantastic because if the enemy targets the Leviathan (and it's a pretty tough nut to crack), then they're not focussing on the Assault Marines/Chaplain/Curze. Whatever you do, make sure that you're extremely aggressive with the Leviathan. 

 

I'm guessing that Curze will join the Assault Marines and Chaplain?

 

Terror Squads:

Usually I'd be very sceptical about Legion infantry without transports, but with Infiltrate and the special Night Fight rules that are a part of the Terror Assault RoW they might be okay. You'll need to be careful around high damage units that ignore cover such as the Typhon Siege Tank and the Malcador Infernus, but they don't seem to be as popular as they once were. Also, if your opponent can somehow disrupt Infiltration, for example with an Augury Scanners (only 5pts on a Techmarine or Apothecary), your Terror Squads could have a hard time.

It would be nice to give the Sergeants Melta-bombs so that they can also threaten vehicles (the Terror Squads would really struggle against a dreadnought), but I understand that points are pretty tight when you take a Primarch. 

 

Outriders:

A pretty expensive unit, but with a high potential damage output. I'd probably try to Outflank these guys and target the rear and side armour of light/medium tank squadrons. They'd also be fantastic for targeting enemy units that have had their transports destroyed, but your general lack of ranged anti-tank firepower could make this a challenge. The points might be better spent on a dedicated anti-armour unit, but the models will look fantastic in the Night Lords' colour scheme.

 

I can't wait to see these painted up :tu:

Looking good bro!

 

Like all Terror Assault lists it lacks ranged anti-tank firepower, which can be an issue when the majority of your units specialise in murdering infantry. The melta-bombs (yay for multi-bombing) on the Assault Marines makes them a real anti-tank threat, but they're only effective in assault. The same goes for the Leviathan. It'll be a big fire-magnet, which is fantastic because if the enemy targets the Leviathan (and it's a pretty tough nut to crack), then they're not focussing on the Assault Marines/Chaplain/Curze. Whatever you do, make sure that you're extremely aggressive with the Leviathan. 

 

I'm guessing that Curze will join the Assault Marines and Chaplain?

 

Terror Squads:

Usually I'd be very sceptical about Legion infantry without transports, but with Infiltrate and the special Night Fight rules that are a part of the Terror Assault RoW they might be okay. You'll need to be careful around high damage units that ignore cover such as the Typhon Siege Tank and the Malcador Infernus, but they don't seem to be as popular as they once were. Also, if your opponent can somehow disrupt Infiltration, for example with an Augury Scanners (only 5pts on a Techmarine or Apothecary), your Terror Squads could have a hard time.

It would be nice to give the Sergeants Melta-bombs so that they can also threaten vehicles (the Terror Squads would really struggle against a dreadnought), but I understand that points are pretty tight when you take a Primarch. 

 

Outriders:

A pretty expensive unit, but with a high potential damage output. I'd probably try to Outflank these guys and target the rear and side armour of light/medium tank squadrons. They'd also be fantastic for targeting enemy units that have had their transports destroyed, but your general lack of ranged anti-tank firepower could make this a challenge. The points might be better spent on a dedicated anti-armour unit, but the models will look fantastic in the Night Lords' colour scheme.

 

I can't wait to see these painted up :thumbsup:

Awesome, thanks for the well thought out input Kizz, you rule dude. I feel pretty good about the list given the points above and the meta of my local gaming group. We have a sort of rigid and ruthlessly enforced fluff gamer mentality and have certain unwritten codes of conduct (no primarchs without opponent agreement, 0-1 Leviathan, no custodes armies, etc.) so I think this list should mesh well with that.

Sounds Like you've got a fantastic group to play with :thumbsup:

 

How will you adjust the list if you decide not to use Curze in any particular game?

I honestly haven't figured that out haha, any recommendations?

 

I like the list. I would try to find the points to upgrade the srgs to have m bombs and maybe give the leviathan a melta lance for some ranged anti tank. Or at a min give it a siege drill to punch armour

I just re-looked at battlescribe and I did in fact give them melta bombs, just forgot to add it to this list, whoops! and yeah I like the melta Lance, I could drop armored ceramite for it, but idk if thats a good idea.

 

Sounds Like you've got a fantastic group to play with :thumbsup:

 

How will you adjust the list if you decide not to use Curze in any particular game?

I honestly haven't figured that out haha, any recommendations?

 

A Lightning loaded with some Krakens would go a long way towards helping you with anti-tank. After that you've basically just got Elites slots, so possibly a Dreadnought, Rapiers, or as a Night Lord you could get deep striking Terminators with combi-weapons of whatever flavor you prefer. Five Cataphractii with combi-plas and the transponder, a Lightning with Ground-tracking and two sets of Krakens squeeks in at 435. Pretty reserves reliant alongside the Xiphon, though. 

 

edit: oh, wait. You'd also need to swap out the Chaplain for a Delegatus to keep the Rite! Don't forget that bit! In fact, if Kurze was going with the assault squad and the Chaplain is out, it might be worth reconsidering that unit altogether for an alternate configuration. Something to think about, but obviously more replacements, more models, more money, more time.

Edited by LetsYouDown

If you wanted to keep it a similar as possible and try to avoid an major changes to the original list I go with something like;

 

HQ

Praetor: 190pts.

Artificer armour, jump pack, iron halo, digital lasers, paragon blade, trophies of judgement.

A pretty standard Praetor. If we had more point to spare I'd master-craft the paragon blade and buy him a power fist, but he should be good to go as he is now. I also skipped on the melta-bombs because he'll be running with the Assault Marines and they have more than enough to go around.

Edit: I just realised that the Chaplain causes Fear as standard, so you could save point on the trophies of judgement if you wanted to (the points could be spent on a reinforced cockpit for the Xiphon).

 

Chaplain: 145pts.

Artificer armour, power sword (free), power fist, jump pack, refractor field.

I removed the trophies of judgement because the Praetor has them (no benefit for more than one set in a unit). You can go for whatever you like with the free power weapon. A sword would allow him to trike at initiative with AP3 if you're ever in a scenario where this is preferable to the power fist.

 

Elites

Apothecary: 60pts.

Jump pack.

The cover saves granted by night fighting (Terror Assault) and the Night Lord's innate 5+ cover save (From the Shadows) combined with Feel No Pain will really help the Assault Marines, Praetor, and Chaplain get to where they need to be.

 

Troops

Assault Squad: 360pts.

14 marines, melta-bombs, 2x power weapons (I'd suggest axes).

Sergeant: artificer armour, chainglaive.

I've added a couple of power weapons to help cover the killing power that is lost without Curze.

 

Terror Squad: 275pts.

9x marines, 9x volkite chargers.

Sergeant: artificer armour, volkite charger, melta-bombs, chainglaive.

Full ten man squads.

 

Terror Squad: 275pts.

9x marines, 9x volkite chargers.

Sergeant: artificer armour, volkite charger, melta-bombs, chainglaive.

 

Terror Squad: 275pts.

9x marines, 9x volkite chargers.

Sergeant: artificer armour, volkite charger, melta-bombs, chainglaive.

 
Fast Attack
Outriders: 275pts.
5x outriders, 5x twin-linked meltaguns.
Same as before with the amended point cost.
 
Xiphon Interceptor: 215pts.
Ground-tracking auguries.
I saved point on the reinforced cockpit. With +1 to jink rolls (Agile) and only 2 hull points, either the jink will save you or you'll be dead.
Edit: if you do decide to save the points on the Praetor's trophies of judgement you could reinstall the reinforced cockpit.
 
Heavy Support
Leviathan Siege Dreadnought: 430pts.
Siege drill, melta lance, armoured ceramite, phosephex discharger.
The melta lance allows the Leviathan to make a big impact right from the first turn (you should be able to get rear or side armour thanks to the drop pod). The siege drill means that he'll be able to dominate over dreadnoughts in close combat and annihilate vehicles. It's a shame to miss out on the siege claw which is great against primarchs and monstrous creatures, but you generally see a lot more dreadnoughts/vehicles in 30k than you do primarchs and monstrous creatures (unless you play a lot of Mechanicum).
 
I wrote this list on Battle Scribe, so there could be some errors with it, but it checks out as far as I can see.
 
One thing I noticed in your original list is that the Outrider squad should cost 275pts not 250pts (I checked it in the red book). I'm not sure if you made a typo or if you need to re-visit the original list.
 
If you really wanted to change things up from your original list you could add some Drop Pods for the Terror Squads, or even a 5 man Terminator unit in a Dreadclaw (or Teleporting).
Edited by Kizzdougs

 

If you wanted to keep it a similar as possible and try to avoid an major changes to the original list I go with something like;

 

Alright so I took some of what you said into consideration. Let me know your thoughts on this:

 

2500 WITH CURZE

 

HQ:

• Chaplain - Artificer Armor, Jumpack, Power Fist, Refractor Field - 145pts

 

Elites:

• 5x Terminators - Sgt. w/Chainglaive, 4x Powerfists, 5x Combi-Meltas, Teleport Transponder - 230pts

 

Troops:

• 15x Assault Marines - Sgt. w/Chainglaive, Squad Meltabombs, 2x Power Axes - 345pts

• 8x Terror Marines - Sgt w/Chainglaive, Meltabombs, 8x Volkite Chargers - 225pts

• 8x Terror Marines - Sgt w/Chainglaive, Meltabombs, 8x Volkite Chargers - 225pts

• 8x Terror Marines - Sgt w/Chainglaive, Meltabombs, 8x Volkite Chargers - 225pts

 

Fast Attack:

• Primaris Lightning - Battle Servitor, Ground Tracking, 2x Pairs of Kraken Missiles - 230pts

 

Heavy Support:

• Leviathan Siege Dread - Drop Pod, Melta Lance, Siege Drill, 2x Volkite Calivers, Armored Ceramite, Phosphex Discharger - 440pts

 

Lord of War:

• Konrad Curze - 435pts

 

Total: 2500pts

 

2500 WITHOUT CURZE

 

HQ:

• Praetor - Artificer Armor, Iron Halo, Jump Pack, Paragon Blade, Power Fist, Trophies of Judgement - 195pts

 

Elites:

• Apothecary - Jump Pack, Chainglaive - 70pts

• 5x Terminators - Sgt. w/Chainglaive, 4x Powerfists, 5x Combi-Meltas, Land Raider Phobos (Pintle Multi-Melta, Armored Ceramite, Aux Drive) - 500pts

 

Troops:

• 15x Assault Marines - Sgt. w/Chainglaive & Artificer Armor, Squad Meltabombs, 3x Power Axes - 365pts

• 8x Terror Marines - Sgt w/Chainglaive & Artificer Armor, Meltabombs, 8x Volkite Chargers - 235pts

• 8x Terror Marines - Sgt w/Chainglaive & Artificer Armor, Meltabombs, 8x Volkite Chargers - 235pts

• 8x Terror Marines - Sgt w/Chainglaive & Artificer Armor, Meltabombs, 8x Volkite Chargers - 235pts

 

Fast Attack:

• Primaris Lightning - Battle Servitor, Ground Tracking, 2x Pairs of Kraken Missiles - 230pts

 

Heavy Support:

• Leviathan Siege Dread - Drop Pod, Melta Lance, Siege Claw, 2x Volkite Calivers, Armored Ceramite, Phosphex Discharger - 435pts

 

Total: 2500

Edited by Brother Heinrich

Looks good bro! Maybe consider dropping one of the power weapons from the Assault Squad and using the points to upgrade a couple of the Termiantors' power-fists to chain-fists. Chain-fists are pretty much melta-bombs, but you get to use all of you attacks, not just one (although they are "only" AP2 where as the bombs are AP1). They'll really help against walkers in close combat and if you can Deep Strike the Terminators to shoot their meltas at a Super Heavy and then Assault it next turn with a couple of chain-fists (backed up with power-fists) they're most definitely a worthwhile 5 point upgrade on power-fists. 

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