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![[Post New]](/s/i/i.gif) 2016/06/18 03:21:05
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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Pinion Strile Force Chaplain Jump Pack
5 Tacticals ML, MB
Drop Pod Deathwind Launcher, Locator Beacon
5 Tacticals ML, MB
Drop Pod Deathwind Launcher, Locator Beacon
5 Tacticals ML, MB
Drop Pod Deathwind Launcher, Locator Beacon
5 Devastators 4 ML
5 Assault Marines MB, 2 Flamers, Jump packs
10 Scouts Camo Cloaks, ML, 4 Sniper Rifles
10 Scouts Camo Cloaks, ML, 4 Sniper Rifles
Bladewing Captain Shrike
5 Vanguard Veterans 2 LC, MB
5 Vanguard Veterans 2 LC, MB
5 Assault Marines MB, 2 Flamers, Jump packs
5 Assault Marines MB, 2 Flamers, Jump packs
I used to have a Night Lords army back in the day 3.5 ,,, I would give everyone infiltrate and let the fun begin. Since CSM has become bland I have sold all but my noise marines. But I looked over the Space Marine codex and I saw an idea to bring them back from the dead. Get the CSM figs and use the SM units and Raven Guard formations to duplicate what the Night Lords used tp be
Basically the plan is to deploy the entire Pinion, combat squading the two scout squads and infiltrating them to provide full coverage so that I can take advantage of the 9" bubble of the scouts strippint cover. Meanwhile I can drop the drop pods in to funnel the enemy. The bladewing force can be held in deep strike reserve. With the T1 reserve rolls I can potentially get everyone in on T1 and I can usethe one time withdrawal of the bladewing into deep strike reserve and then use the locator beacons to come back in accurately. The bonus\minus of using warp talons for vanguard vets means they are going to be infantry slaughterers but run from terminators. The plus is everyone can have a meltabomb
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![[Post New]](/s/i/i.gif) 2016/06/18 10:22:28
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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One thing to consider is that it is only the Scout Sergeants or Vet Sergeants that will afford other units in the Pinion Demi Company 'Ignore Cover'. With that, I'd look at splitting the Scouts into 4 x 5 man units.
I am pretty 'meh' using Missile Launchers on Devastators. I think you can get better options these days and I'd recommend looking into other options. Missile Launchers just don't seem to have enough hard hitting power in these days.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/06/18 11:47:36
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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Grav is too costly so the only consideration is lascannons. I was thinking of switching out the chaplain for a captain with 2 or 3 of the artifacts but then I will have to lose 5 scouts. That would give me Shrike and another captain with WS 7 and 5 to 10 attacks on the charge, With each of those attached to an assault squad and the two warp talon\vanguard vet squads I should have 4 dearh stars versus any MEQ unit. 2 units with 20 shredding AP3 attacks and 1 unit isth 5-10 shredding AP 3 attacks hitting on 3s except against lords and 11 regular attacks and finally 5 AP3 shredding\rending and 11 regular attacks
Good catch on the scout sergeants so I will need to min the scout squads to max out my cover revealing
Pinion Strike Force
Captain Shrike
5 Tacticals LC
Drop Pod Deathwind Launcher, Locator Beacon
5 Tacticals LC
Drop Pod Deathwind Launcher, Locator Beacon
5 Tacticals LC
Drop Pod Deathwind Launcher, Locator Beacon
5 Devastators 4 LC
5 Assault Marines MB, 2 Flamers, Jump packs
5 Scouts Sniper Rifles
5 Scouts Sniper Rifles
5 Scouts Sniper Rifles
5 Scouts Sniper Rifles
Bladewing
Captain Swift Strike, Ravens Skull, Jump Pack
5 Vanguard Veterans 2 LC, MB
5 Vanguard Veterans 2 LC, MB
5 Assault Marines MB, 2 Flamers, Jump packs
5 Assault Marines MB, 2 Flamers, Jump packs
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This message was edited 3 times. Last update was at 2016/06/18 11:56:35
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![[Post New]](/s/i/i.gif) 2016/06/18 11:57:15
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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If you are utlizing Scouts for the Ignore Cover ability, what weapons does your list have where that is of any consequence? You have 3 Tac Squads with a single Missile Launcher and a Dev Squad with 4 Missile Launchers. It seems to be a bit low on shooting which could really benefit from Ignore Cover.
Try it out and let us know how it plays.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/06/18 14:22:28
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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Sarigar wrote:If you are utlizing Scouts for the Ignore Cover ability, what weapons does your list have where that is of any consequence? You have 3 Tac Squads with a single Missile Launcher and a Dev Squad with 4 Missile Launchers. It seems to be a bit low on shooting which could really benefit from Ignore Cover.
Try it out and let us know how it plays.
I modified the list losing the ML for Las Cannons I figure their [rimary purpose is to crack the cans. This is really a close combat army with the 3 assault squads and 2 vanguard vets. Horde control is based on the 6 flamers in the assault squads and the mass of lightning claws.
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![[Post New]](/s/i/i.gif) 2016/06/19 11:20:07
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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I think I replied before you added another army list.
How do you plan to utilize the Tactical Squad Drop Pods? Are you utilizing the GW FAQ for the Drop Pods? Are the Tactical Squads dropping in?
If the Drop Pods are primarily for the Locator Beacon, why not take Scout Bikers. Each Sergeant can take a Locator Beacon.
I can't speak for your local play area, but a single Imperial Knight would give this army fits.
How do you deal with a Wraithknight? This army has 5 Melta Bombs spread across the army which will be insufficient. Most Eldar lists I've ever ran/played against will have one and if an army does not have the tools to quickly handle one, it is a very significant handicap.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/06/19 17:02:19
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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Sarigar wrote:I think I replied before you added another army list.
How do you plan to utilize the Tactical Squad Drop Pods? Are you utilizing the GW FAQ for the Drop Pods? Are the Tactical Squads dropping in?
If the Drop Pods are primarily for the Locator Beacon, why not take Scout Bikers. Each Sergeant can take a Locator Beacon.
I can't speak for your local play area, but a single Imperial Knight would give this army fits.
How do you deal with a Wraithknight? This army has 5 Melta Bombs spread across the army which will be insufficient. Most Eldar lists I've ever ran/played against will have one and if an army does not have the tools to quickly handle one, it is a very significant handicap.
13 Melta bombs and 7 lascannons; I agree I am going to have problems with an imperial knight but 1 I have a fighting chance against. A wraithknight with D cannons doesn=t bother me while I probably will auto lose with a CC knight. Anyone who brings 2 knights at 1850 I will shake his hand congradulate him on his victory and immediately ask him if he wants to face my 4 farseer 13 warlock list and educate him on the folly of bringing 2 MCs to face off against 25 warp charges with a good chance of being invisible and tossing 17 spears his way. After all aged brick deserves aged limburger....
Seriously the drop pods are primarily there for early objective secure and the locator beacons are a bonus as is the deathwind launchers for some anti hoard. As time goes by my thought would be to modify my list to add a raptor wing for two storm talons. What GW FAQ are you speaking about. I am planning on deploying the tacs and dropping the pods in empty.
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This message was edited 2 times. Last update was at 2016/06/19 19:21:58
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![[Post New]](/s/i/i.gif) 2016/06/19 20:24:08
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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I missed the Devastators with Lascannons. That makes a very significant difference, especially with Ignore Cover.
I'm only reading 5 models with Melta Bombs, although you may have purchased 5 x Melta Bombs per Vanguard Vet squad. If your area allows all five to be used in assault, that would also make a considerable difference.
I've not faced a Heavy Wraithcanonn Wraithknight in a long time as I think folks have realized that is not the optimal. I'm seeing a lot more of the FW variants or the Sword/Shield option. But, the consistency is 5++ and FNP, which is fairly durable.
I've not experienced armies that are really impeded by three drop pods. Today's game seems to have a lot more mobility to get around or even assault through the drop pods quickly. I was wondering if you were utilizing the FAQ regarding drop pods as it is currently written as that has the potential to create extremely large footprints.
Locally,, we began using the GW FAQ, outside of the Drop Pod doors, and having only one Melta Bomb per squad is a significant difference in assault. We are having to relook at optional melee weapons so we avoid getting bogged down against things like Imperial Knights and Wraithknights. However, I recognize not everyone may be trying out the FAQ.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/06/19 21:49:01
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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I think it is nothing more than a money grab by GW to optimise gargantuan buys, Screw DE wyches, Swooping Hawks, as if it is not bad enough that a 50-100 foor tall creature is considered in cover if its tippy toe is touching area terrain that it is immune to the negative effects.
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![[Post New]](/s/i/i.gif) 2016/06/19 22:26:19
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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Can't argue it. On the positive, IIRC, GC do need 25% obscurement to gain a cover save. That is something our local environment has done for the past year or so and it does make a difference.
I'm in the process of painting (finally) my Death Spectres army, which is a Talon Strike Force. It's a bit trickier now with the grenade change. I know some folks aren't quite ready to use the FAQ as it is in draft form, but we felt that particular ruling would remain in the FAQ final form. The Drop Pod ruling has us, like many others that post/podcast, a bit befuddled with GW's interpretation and believe GW will tweak some of their verbage; well, at least we hope they do.
I'm trying to figure out the Bladewing piece.
If they come down on turn 1 (4+ roll), they can't assault until turn 2. On turn 3, the entire formation can leave the table and enter Ongoing Reserves. They return on turn 4 and can try to assault again on turn 5.
If they arrive on turn 2, they can't assault until turn 3. On turn 4, they can leave the table to enter Ongoing Reserves. They return on turn 5 and can assault on turn 6 (assuming the game goes to turn 6).
It seems like the RG shooting would be extremely important as you can leave enemy units badly out of position, especially combined with the Ignore Cover ability.
What are your thoughts tactically for the Bladewing?
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This message was edited 1 time. Last update was at 2016/06/19 22:35:09
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/06/20 01:13:04
Subject: [1850] - Night Lords (Raven Guard)
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Longtime Dakkanaut
Beaver Dam, WI
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I don't think you have to deep strike in and you dont have to remove it all... So my thought is to null deploy with all of it on one flank so the enemy deploys against it. Then depending on the situation you can pull it all off on turn 1 and then allow your enemy to scramble on your now devoid flank and then drop it in again on turn 2 automatically since it is in ongoing reserve. Your surviving drop pods should allow you to redeploy in relative safety or overwhelming concentration dependinhg on how the enemy reacted to your pinion force and the bladewing disappearing from before their eyes, If your opponent screwed up his deployment you of course dont have to pull it off then you can Please don't use this term this way on Dakka. Reds8n him on turn 2 with your charges and continue rolling up his army
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This message was edited 1 time. Last update was at 2016/06/29 13:59:18
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![[Post New]](/s/i/i.gif) 2016/06/29 15:35:28
Subject: [1850] - Night Lords (Raven Guard)
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Fresh-Faced New User
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Here's my
TSF -1500pts:
Captain- Terminator Armor + Chainfist (actually will have Cataphractii armor) -> will jump in with the dev squad to give them "Slow and Purposeful", i.e relentless
Assault Squad - 5man; x2 flamers, meltabombs on sarg.
Command Squad - 5man; x5 combi-grav, x5 bikes
Devastator Squad - x5man, x4 lascannon
Tactical Squad - x5man, x1 meltagun, x1 combi-melta
Drop Pod
Tactical Squad - x5man, x1 meltagun, x1 combi-melta
Drop Pod
Tactical Squad - x5man, x1 plasmagun, x1 combi-plasma
Drop Pod
Scout Bike Squad - x3man; x1 meltabomb
Scout Squad - x5man; x5 CC Loadout, x1 Metlabomb
LSS
Scout Squad - x5man; x5 Shotgun Loadout, x1 Metlabomb
LSS
Raptorwing ---
Stormtalon w/ Skyhammer
Stormtalon w/ Skyhammer
Landspeeder w/ Hvy Flamer, Typhoon Missile Launcher
Comes out to 1499pts
Problem is with your list you don't utilise some of the really strong TSF rules.
When a unit outflanks, it gets shrouded. Real nice on a command bike squad + bikes + grav guns. Same goes for a dev squad (I prefer lascannons) Cataphractii armor grants the unit Slow and Purposeful so they can shoot at full BS on the move when the Captain is attached.
Almost every unit has some form of anti-tank, whether it be Meltabombs, meltaguns, grav, lascannons... you name it.
Having Raptorwing (2 fliers) can help ensure I get the +1 to my reserve rolls, which can be used turn 1 thanks to TSF rules. (brought to you by the new flyer book).
So turn 1, I can roll a 3+ to bring in all my reserves? Pretty tasty I'd say.
Alternate list additions could be Shadowstrike, for that turn 1 assault potential.
Let me know what you think. Automatically Appended Next Post: also realised I could remove the Typhoon missile launcher on the Landspeeder to give the Bike squad Grav-guns instead.
Just a thought.
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This message was edited 1 time. Last update was at 2016/06/29 15:38:12
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![[Post New]](/s/i/i.gif) 2016/06/30 09:59:39
Subject: [1850] - Night Lords (Raven Guard)
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Agile Revenant Titan
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FullAtomic wrote:Here's my
TSF -1500pts:
Captain- Terminator Armor + Chainfist (actually will have Cataphractii armor) -> will jump in with the dev squad to give them "Slow and Purposeful", i.e relentless
Assault Squad - 5man; x2 flamers, meltabombs on sarg.
Command Squad - 5man; x5 combi-grav, x5 bikes
Devastator Squad - x5man, x4 lascannon
Tactical Squad - x5man, x1 meltagun, x1 combi-melta
Drop Pod
Tactical Squad - x5man, x1 meltagun, x1 combi-melta
Drop Pod
Tactical Squad - x5man, x1 plasmagun, x1 combi-plasma
Drop Pod
Scout Bike Squad - x3man; x1 meltabomb
Scout Squad - x5man; x5 CC Loadout, x1 Metlabomb
LSS
Scout Squad - x5man; x5 Shotgun Loadout, x1 Metlabomb
LSS
Raptorwing ---
Stormtalon w/ Skyhammer
Stormtalon w/ Skyhammer
Landspeeder w/ Hvy Flamer, Typhoon Missile Launcher
Comes out to 1499pts
Problem is with your list you don't utilise some of the really strong TSF rules.
When a unit outflanks, it gets shrouded. Real nice on a command bike squad + bikes + grav guns. Same goes for a dev squad (I prefer lascannons) Cataphractii armor grants the unit Slow and Purposeful so they can shoot at full BS on the move when the Captain is attached.
Almost every unit has some form of anti-tank, whether it be Meltabombs, meltaguns, grav, lascannons... you name it.
Having Raptorwing (2 fliers) can help ensure I get the +1 to my reserve rolls, which can be used turn 1 thanks to TSF rules. (brought to you by the new flyer book).
So turn 1, I can roll a 3+ to bring in all my reserves? Pretty tasty I'd say.
Alternate list additions could be Shadowstrike, for that turn 1 assault potential.
Let me know what you think.
Automatically Appended Next Post:
also realised I could remove the Typhoon missile launcher on the Landspeeder to give the Bike squad Grav-guns instead.
Just a thought.
Not sure how you are getting Cataphractii Terminator armor for your Captain.
Are you going by an absolutely RAW version of Terminator Armor does not equal Cataphractii Terminator Armor, which then ignores the Pinion Demi Company restriction that a Captain or Chaplain cannot wear Terminator Armor?
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2016/07/04 15:59:40
Subject: [1850] - Night Lords (Raven Guard)
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Fresh-Faced New User
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Good catch!
I'll have to remove some points then add in a Chaplain.
Following that add in Command a Captain w/ terminator armor (cataphractii armor). Honestly am convinced you can straight swap out the armor.
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