With this newest release I thought it'd be a great way to make a more often use of my raptors. I play or well... used to play night lords on 3rd edition and therefore my whole
CSM army is painted blue/gold, and got some 15 old metal raptors, 10 warptalons and waiting for those sexy horus heresy night raptors models to arrive to build another 10.
That'll leave me with 25 raptors and 10 warptalons, sadly the warptalons are terrible and I hate them, so probably won't be using the Raptor/Talon formation, besides... +1
HoW? when they rarely use the jump packs for the charge, is maybe as terrible as the warp talons... so... This is what I'm planning on fielding on my next
40k game. If thi fails I'll probably just stick to ol'
CSM with allied daemonkin for those sweet fearless flesh hounds.
P.S. Fluffwise Night Lords/Khorne is legit
So...
Daemonkin
CAD
Daemon Prince, Wings, Blood-Forger Armour
Troops
8x Cultists - Shotgun
8x Bloodletters
Fast
14x Flesh hounds
8x Raptors - 2xmeltas, Power Sword, Melta bombs
8x Raptors - 2xmeltas, Power Sword, Melta bombs
BLOOD HOST
Slaughtercult
Chaos Lord - Juggernaut, Sigil of Corruption, Goredrinker, Meltabombs
8x Zerks - Power Sword, Melta Bombs
Rhino - Dozer Blade
10x
CSM - extra
CCW, 2x Meltaguns, Power Sword, Meltabombs
Rhino - Dozer Blade
5x Possessed
Rhino - Dozer Blade
War Engine
1xMaulerfiend
Total: 1998 pts
The lack of dirge casters is terrible, but the 3 rhinos will be able to block
LoS for the raptors and the daemon prince to grant them at least get a turn or two of movement+run. I plan on just jumping the
DP, try to get him into assault on turn 2 with
IWND and cover he should be able to unless I'm facing a pure gunline, he'll probably fly then. The juggy and the 14 flesh hounds will just move through cover, this unit can take the wounds, and once they get into combat it is actually better for the hounds to be thinned down, so that the lord might benefit from rampage on the goredrinker axe.
I think is a pretty straight fwd list, just move with everything except the cultists. When in rapid fire range unload the rhinos, zerks and possessed out of
LoS, normal marines rapid fire/melta units and probably then get hit hard by the enemy, what ever is left try to get the charge on the next turn along with the zerks and possessed.