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2022/07/28 20:31:41
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
cole1114 wrote:Fix the NL's awful trait and I'd be happy, at the very least.
Seriously cole1114, if you want good rules for your Night Lords then you need to check out HH. That game has given the 8th Legion the best rules that they've ever had, IMHO.
They're... ok. I have trouble theory-crafting rules with them in HH. Terror Squads/Night Raptors not getting line in their RoW really shot all my plans tho I'm still workshopping ideas.
Anyway if the rest of the codex was better I could at least happily use a homebrew legion trait instead, when playing with friends. But as soon as I get to chosen or terminators I just get sad again and stop.
They're "ok"? A Talent For Murder works for both melee and shooting, and is achievable through multiple easy methods: Pin them, force a Fallback, and if you can't do those, just outnumber them. Which isn't hard for a Legion that heavily uses jump pack units, which are all Bulky(2). Preysight ignores ALL of the effects of Night Fighting, and can be given to ANY Night Lords unit, including dreadnoughts, which gives Night Lords the only dreadnoughts that can ignore the -1BS and 24" LoS restrictions of Night Fighting. And even if Night Fighting isn't in effect Preysight still ignores Shrouded, which is a very common defensive ability, including the benefit of one of the two Reactions in the Shooting Phase. Nostroman Chain Weapons are great, and so are Night Raptors and Terror Squads, even without Line as they can still Deny. You bring Assault and Recon squads for Line. And in a game where deep strike for Terminators is rare, we get TWO types of Terminators with it built in. These rules are even better than the rules Night Lords had in 3.5.
I don't like that preysight became a thing you have to buy. And I don't like that Kurze is basically a must-take. But most of all, I just like chaos more than I like basic marines.
2022/07/29 00:35:23
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
cole1114 wrote:Fix the NL's awful trait and I'd be happy, at the very least.
Seriously cole1114, if you want good rules for your Night Lords then you need to check out HH. That game has given the 8th Legion the best rules that they've ever had, IMHO.
They're... ok. I have trouble theory-crafting rules with them in HH. Terror Squads/Night Raptors not getting line in their RoW really shot all my plans tho I'm still workshopping ideas.
Anyway if the rest of the codex was better I could at least happily use a homebrew legion trait instead, when playing with friends. But as soon as I get to chosen or terminators I just get sad again and stop.
They're "ok"? A Talent For Murder works for both melee and shooting, and is achievable through multiple easy methods: Pin them, force a Fallback, and if you can't do those, just outnumber them. Which isn't hard for a Legion that heavily uses jump pack units, which are all Bulky(2). Preysight ignores ALL of the effects of Night Fighting, and can be given to ANY Night Lords unit, including dreadnoughts, which gives Night Lords the only dreadnoughts that can ignore the -1BS and 24" LoS restrictions of Night Fighting. And even if Night Fighting isn't in effect Preysight still ignores Shrouded, which is a very common defensive ability, including the benefit of one of the two Reactions in the Shooting Phase. Nostroman Chain Weapons are great, and so are Night Raptors and Terror Squads, even without Line as they can still Deny. You bring Assault and Recon squads for Line. And in a game where deep strike for Terminators is rare, we get TWO types of Terminators with it built in. These rules are even better than the rules Night Lords had in 3.5.
I don't like that preysight became a thing you have to buy. And I don't like that Kurze is basically a must-take. But most of all, I just like chaos more than I like basic marines.
You have to pay for Preysight because it's so much stronger now. And Curze is no more of a "must-take" than any other primarch. The Legion functions just fine without him.
The last part I can understand. Not getting to play your Obliterators, Daemon Engines, etc can be a big issue if you love using those units. You can get a "bit" of Chaos in 30k Night Lords by bringing a Legion Esoterist for some Daemon summoning, or some Word Bearers allies. But I can totally understand that those aren't the same.
2022/07/29 03:11:06
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
cole1114 wrote:Fix the NL's awful trait and I'd be happy, at the very least.
Seriously cole1114, if you want good rules for your Night Lords then you need to check out HH. That game has given the 8th Legion the best rules that they've ever had, IMHO.
They're... ok. I have trouble theory-crafting rules with them in HH. Terror Squads/Night Raptors not getting line in their RoW really shot all my plans tho I'm still workshopping ideas.
Anyway if the rest of the codex was better I could at least happily use a homebrew legion trait instead, when playing with friends. But as soon as I get to chosen or terminators I just get sad again and stop.
They're "ok"? A Talent For Murder works for both melee and shooting, and is achievable through multiple easy methods: Pin them, force a Fallback, and if you can't do those, just outnumber them. Which isn't hard for a Legion that heavily uses jump pack units, which are all Bulky(2). Preysight ignores ALL of the effects of Night Fighting, and can be given to ANY Night Lords unit, including dreadnoughts, which gives Night Lords the only dreadnoughts that can ignore the -1BS and 24" LoS restrictions of Night Fighting. And even if Night Fighting isn't in effect Preysight still ignores Shrouded, which is a very common defensive ability, including the benefit of one of the two Reactions in the Shooting Phase. Nostroman Chain Weapons are great, and so are Night Raptors and Terror Squads, even without Line as they can still Deny. You bring Assault and Recon squads for Line. And in a game where deep strike for Terminators is rare, we get TWO types of Terminators with it built in. These rules are even better than the rules Night Lords had in 3.5.
I don't like that preysight became a thing you have to buy. And I don't like that Kurze is basically a must-take. But most of all, I just like chaos more than I like basic marines.
You have to pay for Preysight because it's so much stronger now. And Curze is no more of a "must-take" than any other primarch. The Legion functions just fine without him.
The last part I can understand. Not getting to play your Obliterators, Daemon Engines, etc can be a big issue if you love using those units. You can get a "bit" of Chaos in 30k Night Lords by bringing a Legion Esoterist for some Daemon summoning, or some Word Bearers allies. But I can totally understand that those aren't the same.
It's not even so much the chaos units as the chaos feel. It's hard to really explain in detail, I guess. To be clear, I do want to play them in HH, I would rather just have a good chaos night lords army than a good HH night lords army. Like, if terror squads were a 40k thing, I'd be happier about them than in HH where I feel like I'm better off not even really taking the unique units to do what I want.
2022/08/02 05:05:26
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
cole1114 wrote:Fix the NL's awful trait and I'd be happy, at the very least.
Seriously cole1114, if you want good rules for your Night Lords then you need to check out HH. That game has given the 8th Legion the best rules that they've ever had, IMHO.
They're... ok. I have trouble theory-crafting rules with them in HH. Terror Squads/Night Raptors not getting line in their RoW really shot all my plans tho I'm still workshopping ideas.
Anyway if the rest of the codex was better I could at least happily use a homebrew legion trait instead, when playing with friends. But as soon as I get to chosen or terminators I just get sad again and stop.
They're "ok"? A Talent For Murder works for both melee and shooting, and is achievable through multiple easy methods: Pin them, force a Fallback, and if you can't do those, just outnumber them. Which isn't hard for a Legion that heavily uses jump pack units, which are all Bulky(2). Preysight ignores ALL of the effects of Night Fighting, and can be given to ANY Night Lords unit, including dreadnoughts, which gives Night Lords the only dreadnoughts that can ignore the -1BS and 24" LoS restrictions of Night Fighting. And even if Night Fighting isn't in effect Preysight still ignores Shrouded, which is a very common defensive ability, including the benefit of one of the two Reactions in the Shooting Phase. Nostroman Chain Weapons are great, and so are Night Raptors and Terror Squads, even without Line as they can still Deny. You bring Assault and Recon squads for Line. And in a game where deep strike for Terminators is rare, we get TWO types of Terminators with it built in. These rules are even better than the rules Night Lords had in 3.5.
I don't like that preysight became a thing you have to buy. And I don't like that Kurze is basically a must-take. But most of all, I just like chaos more than I like basic marines.
You have to pay for Preysight because it's so much stronger now. And Curze is no more of a "must-take" than any other primarch. The Legion functions just fine without him.
The last part I can understand. Not getting to play your Obliterators, Daemon Engines, etc can be a big issue if you love using those units. You can get a "bit" of Chaos in 30k Night Lords by bringing a Legion Esoterist for some Daemon summoning, or some Word Bearers allies. But I can totally understand that those aren't the same.
It's not even so much the chaos units as the chaos feel. It's hard to really explain in detail, I guess. To be clear, I do want to play them in HH, I would rather just have a good chaos night lords army than a good HH night lords army. Like, if terror squads were a 40k thing, I'd be happier about them than in HH where I feel like I'm better off not even really taking the unique units to do what I want.
Beyond bringing an Esoterist, the Word Bearers allied detachment is a good idea. What you could do is paint them in a Night Lords detachment and say that they are a special unit of Chaos-corrupted Night Lords. Take a Diabolist as the HQ and have a unit or two of tac support Marines with plasma guns that are updated to warpfire blasters. You could also take a unit or two of Gal Vorbak. Since none of these units are scoring units anyway, the fact that the Word Bearers and Night Lords are Distrusted Allies won't matter.
2022/08/07 19:54:28
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
Rumor was that they're not going to be until the end of august.
Wouldn't be surprised if they come out alongside the Daemon book at this point, along with Combat Patrols for Nurgle and Khorne. (Their start collecting boxes are gone from the website). One last chaos push.
Efficiency is the highest virtue.
2022/08/07 21:04:09
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
Maybe the FAQ/Errata is taking so long because they're trying to rectify their mistakes LOL
They already doubled down on those with the Legends PDF. Still no FAQ for our fw units either.
Oh well, way more interested in when the FAQ for HH is coming. Just how does an Ordnance weapon with Armourbane work......
Ordnance rerolls a die and Armorbane rolls two dice total, right?
I don't remember anymore haha
Close. Ordnance is roll two dice, keep the highest. Armourbane is roll two dice, and add them together. And understandable that you'd forget. Probably too busy trying to remember what happens when you combine: unit(X)+trait(Y)+relic(Z)+stratagem(D)+psychic power(Q)+......
2022/08/07 23:18:06
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
I am OK if GW needs to delay a few months before releasing all of the kit options in a new book. What I disagree with is the total silence on when that will be.
Actually, pretty nice and not so different that if you have say some Beserkers converted up with AOS Khorne bits they'll still look cohesive in the army or unit.
"Fear the cute ones."
2022/08/08 15:15:23
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
Got to say I'm kinda disappointed after all that time waiting. Feels very generic to me. Without the sculpted Khorne symbols it could be just any other modern CSM sculpt.
I do hope the remaining squad got some more character.
Interestingly, the shoulder pads have the same grooves that CSM units have, but Thousand Sons and Death Guard lack them.
Strangely, Kharn's model has one shoulder pad that is also missing a groove. That debuted around the time of the current Raptors, who also lack grooved shoulder pads (despite releasing after DV, which featured Chosen that debuted the unique shoulder pads.)
Dang you GW and your inconsistency
2022/08/08 15:56:41
Subject: Chaos Space Marine codex rumours (pretty much everything leaked, everything was true)
a_typical_hero wrote: Got to say I'm kinda disappointed after all that time waiting. Feels very generic to me. Without the sculpted Khorne symbols it could be just any other modern CSM sculpt.
I do hope the remaining squad got some more character.
I quite like it. Of the 4 cult troops, Berzerkers are the ones with the least reason to deviate in terms of appearance from standard chaos troops. Noise marines have augmentations and sonic doodads, rubrics are rune encrusted dust canisters, and plague marines are half man, half armor, and half rot. Khorne makes do with some chains, skulls, axes, and bad attitude.