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HQ:
Vigilator
[95]

Librarian
Telepathy
Jump Pack
[125]

Elites:
(2) Apothecary
Jump Packs
[120]

Troops:
(14) Assault Squad (Apoth, Curze, Libby)
2x Power Axe, Artificer Armor
[213]

(12) Night Raptors (Apoth)
7x Twin Lightning Claws
Artificer Armor, Headsman's Axe
[455]

(6) Reconnaissance Squad
4x Nemesis Bolters
[137]

(6) Reconnaissance Squad
4x Nemesis Bolters
[137]

(12) Terror Squad
7x Volkite, 3x Rotor Cannons
Artificer Armor
[280]

(12) Terror Squad
6x Volkite, 3x Rotor Cannons
Artificer Armor
[278]

Fast Attack:
Legion Javelin
2x Lascannon, MM
[105]

Legion Javelin
2x Lascannon, MM
[105]

Legion Javelin
2x Lascannon, MM
[105]

Heavy:
Leviathan
Drill & Claw, Phosphex
Drop Pod
[395]

Primarch:
Konrad Curze
[450]

[3000]

Endlessly tweaking this list! I worried I didn't have enough anti-tank in the initial versions, so I popped in some Javs to augment the Leviathan's twin Meltas and Drill. Vigilator & Recons are my snipers and Line units. TA Squads have rotors for pinning at range, Volkite for choom up close - larger squads to capitalize on TfM. The Raptors are an anti-MEQ blender and the Assault Squad is a mobile Line unit that gives Curze some ablative wounds so he can do the heavy lifting once in position; they are also Line so that helps if they survive and can part ways with Curze after delivery, going on to charge into smaller backline units or tie up enemy units or just snag objectives, etc. The Libby is a nice support element for that squad, giving them a way to pin a unit before jumping into combat. Apoths in both jump squads to help keep them alive longer.

Thoughts?

Edited by oldhat
Updates!
Link to comment
https://bolterandchainsword.com/topic/375426-3k-night-lords-terror-assault/
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  • 2 weeks later...
30 minutes ago, newmajorpanic said:

Does the Apothecary / Librarian work with Night Raptors, or do they break some of their special rules? I think it might be Bloody Murder? 

The Librarian would normal break Bloody Murder unless the upgrade is bought for him, but Curze grants Bloody Murder and Night Vision to all infantry, cav, and dreads in the detachment through his Warlord trait, because he's a ridiculous buff monster.

Apothecarian Detatchment units gain the special rules of the unit they join, so they don't have to worry about it either way.

Edited by Brother_Angelus

I'm forever hesitant about apothecaries, especially on multiwound models; the best thing to get kill them in the first place also cuts through FNP. But it is a pain when your opponent doesn't have access to those weapons and is running lightning claws of their own, or the dawnbreakers, or whatever other legion special melee weapon. 

If you have the melta lance arm, I'd suggest maybe dropping the rotors and maybe a dude from a terror squad to pay for it. Putting the vigilator with them will keep up the pinning element and unit count.

It looks like a pretty standard build all things considered; a good list to expand off of and tweak what does and doesn't work. Might be the terrors, might be the leviathan, etc...

 

I kept going back and forth on that CML for the Leviathan. Mostly because I can't figure out what the best CCW will be. Drill or Claw... So I figured do both well and use the Meltas and phosphex to shoot. I'll definitely be tinkering with that.

I feel you on the FNP thing. They're gonna pour everything into my hammer unit anyway, so why not make their small arms less damaging? At least that was my thought. Though with NF for a couple turns it may be moot unless I am deep striking them in.

Lots of future tweaks do feel like minor adjustments. I'll get to building the crap I don't own due to the edition change. Never thought I'd ever order Recon Marines!

On 8/25/2022 at 6:34 PM, SkimaskMohawk said:

I'm forever hesitant about apothecaries, especially on multiwound models; the best thing to get kill them in the first place also cuts through FNP. But it is a pain when your opponent doesn't have access to those weapons and is running lightning claws of their own, or the dawnbreakers, or whatever other legion special melee weapon. 

If you have the melta lance arm, I'd suggest maybe dropping the rotors and maybe a dude from a terror squad to pay for it. Putting the vigilator with them will keep up the pinning element and unit count.

It looks like a pretty standard build all things considered; a good list to expand off of and tweak what does and doesn't work. Might be the terrors, might be the leviathan, etc...

 

 

Based directly on your feedback (and giving me an excuse to paint up my two Legion-specific Dreadnoughts) - dropped the Apoths and then freed up some points to make room for a Contemptor. This list is feeling trim now. Focused. And this one means I don't need to order a third Javelin too! lol

HQ:
Vigilator
[95]

Elites:
Contemptor Dreadnought
Chainfist & Fist w/ Meltaguns
Drop Pod
[315]

Troops:
(15) Assault Squad (Curze)
3x Power Axe, Artificer Armor
[230]

(12) Night Raptors
7x Twin Lightning Claws
Artificer Armor, Headsman's Axe
[455]

(6) Reconnaissance Squad
4x Nemesis Bolters
[137]

(6) Reconnaissance Squad
4x Nemesis Bolters
[137]

(12) Terror Squad
6x Volkite, 3x Rotor Cannons
Artificer Armor
[278]

(12) Terror Squad
6x Volkite, 3x Rotor Cannons
Artificer Armor
[278]

Fast Attack:
Legion Javelin
2x Lascannon, MM
[105]

Legion Javelin
2x Lascannon, MM
[105]

Heavy:
Leviathan
CML, Drill, Phosphex
Drop Pod
[415]

Primarch:
Konrad Curze
[450]

[3000]

I think that is going to be my test list going forward. Just need to buy, build and paint the missing components.

6 minutes ago, SkimaskMohawk said:

Looks solid, let me know how it plays out!

It's similar enough to my terror assault lists that we can basically test out variations simultaneously lol.

I will do some posts on performance and any tweaks when I get table time. Thanks for all the help!

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