Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2013/12/14 02:25:25
Subject: Night lords in friendly games-- actually making them interesting
So, I've been playing with a few options for playing Night Lords as something other than shooting oneself in the foot by taking advantage of nearly none of the more powerful codex: CSM things that aren't just available as some variant of Marines, and without playing 30k.
This what I've come up with, interested to see responses. I don't want this to be stupidly good, just fun: please don't hesitate to let me know if something is plain old broken- I played a lot of 40k in the past, but am just getting back in in this edition, so am not very familiar with current balance.
Special rules, largely lifted from HH2 (via faet212), changes in bold for those already familiar.
Night Lords Special Rules
Spoiler:
All Veterans of the Long War have these rules Talent for Murder - if a Night Lords unit outnumbers one or more enemy infantry units during any initiative step in which they fight an assault , they gain +1 to wound ( bulky models count as 2 models and very bulky count as 3)
Nostraman Blood - all models with this special rule fall back +1" further than normal , if the fail a pinning test , they may elect to fall back instead
Night Vision
From the Shadows - all units with this special rule have a 6+ cover save on the first turn of the game . even in open ground this may be combined with stealth etc as normal , but other forms of cover which provide a higher save supersede it
Seeds of Dissent - if an armies warlord is slain , each unit in the army with this special rule must take an immediate morale check as if they hailed just suffered 25% casualties from shooting
------------------
Legion Specific Wargear:
Nostroman Chainglaive – Any model eligible to take a Power Weapon may instead take a Chainglaive (same cost).
Range - | Str +1 | AP 3 | Melee, Two-Handed, Rending
Trophies of Judgement – (5 points) Grants the character the Fear special rule
------------------
Cover of Darkness – The force may impose Night Fighting for the duration of the first turn on any mission on a 4+ if not already occurring normally. Night Fighting imposed in this manner carries on to the second and third turn on a 5+ and 6+ respectively.
Terror Tactics – Chosen must be taken as the compulsory Troops choices and may be taken as additional Troops if desired.
Claw Assault – Chosen and Chaos Space Marines may take either a Dreadclaw or Space Marine Drop Pod as a dedicated drop pod and begin the game in reserve.
------------------
Limitations
• Cannot take any non-Night Lords named characters, Dark Apostles, cult models (Plague Marines, etc.) or the Gift of Mutation upgrade
• All models that can must take Veterans of the Long War
• May take 0-2 total of the following: units/vehicles with Daemon* or Daemonic Possession
* Warp Talons do not count towards this limitation; if Raptors or Warp Talons are taken, 0-1 unit of Furies may be taken, also ignoring the limitation
• No more than 1/3 of units/models may be Marked • Must take an additional compulsory Troop choice
• May only take a single Heavy Support
• May not take fortifications.
• Any ally choices better than Allies of Convenience are Allies of Convenience.
Modified entries
Spoiler:
Psykers have access to Divination instead of Pyromancy
------------------
Chosen taken as troops choices (based on Terror Squads from HH):
Gain: Infiltrate, Preferred Enemy (infantry), Fear
Cannot take: special or heavy weapons (can still take combi weapons and pistols). One model may take a flamer.
------------------
Warp Talons (Nostroman variant)
Any number may elect to take a Chainglaive instead of a pair of Lightning Claws, at a discount of 5 points per model. (Maybe make these an upgrade for raptors instead of a downgrade from Talons?)
A few notes: -I specifically went away from the more obvious choice of jump units as troops: there are already a million marine armies that do that, and probably better. Night Lords are known for sneakitude and terror, not just roaring around on jump packs. There seemed to be a prevalence of drop pods throughout fluff, so I felt it made sense for them to maintain that. Alternatively, there's infiltration.
-I tried to largely reproduce the feel of the HH list, simply because it's the closest I've seen to feeling right. Also, they've already playtested it (or generally gotten it to a place they're happy with... not sure how much GW playtests any more ), so I'm working within that list
-most of the limitations I added are built around fluff, but I also didn't want to open the list up to too much abuse that might result from less vanilla choices
-I'm hoping that the VOTLW tax will offset bonuses not already offset by limitations
-the route of chosen as troops is partially reflecting the original HH list, but also because the idea is a light hit & run force, not one that works well with numbers. Removing access to special weapons was to avoid alpha strike abuse, not sure if that gimps them too much
This message was edited 1 time. Last update was at 2013/12/14 02:53:09