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Made in us
Longtime Dakkanaut



Brotherhood of Blood

HQ

Lord D-blade, Plas pistol, MOCU, Frag grenade                                 106pts

Troops

4X6 Las/plas squads   MOC                                                                       460pts

6 C.marines champ w/fist 2XSplas pistols, infiltrate.    MOC               156pts

Elites

6 terms 2X Reaper cannons tank hunter 2Xfists    MOC                          290pts

2 Obliterators                                                                                               140pts

Heavy support

8 Havocs 4X h.bolters  MOC                                      180Pts                                                                      

6 Havocs 3X autocannon tank hunters MOC                                       168pts

                                                                                                       Total      1500pts

   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Methinks something went wrong in the post...

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Really having some issues with the system right now.  I had to post the same list three times just to get it up. 

the Idea behind the list is to try to out shoot a lot of those shooty marine lists.  Especially all those Tornados.  Thus the multiple autocannons with tank hunter.  Las plas is also a must and the way I structured each unit besides the Terms it's hard to get points off of.  I have the multiple hidden fists for counter charge.  Idea is to centrally set up everything with the lord holding the middle with terms and oblits on each flank to move and fire with counter assault on anything that gets close.  Infiltrating squad is thier to take advantage of any holes in my enemies deployment and to be a speed bump for hard units.

   
Made in us
Plastictrees






Salem, MA

Every marine can have stealth adept and be rolling 3+ cover saves in ruins/urban. That will let you outshoot marines with their measly 4+ cover.

The terminators seem out of place; I'd sacrifice them from this list to get stealth adept and more footsloggers, and a little more juice/mobility on the DP so he can hunt things you can't shoot (e.g. ordinance tanks hiding behind cover in the enemy deployment zone).

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Stealth adept is good but in most tournaments it seems cover is limited and I don't want to be putting all of my units close together in cover.  Terms are to good with mobile fire power and unlike thier imperial equivalent you don't have to get too close because of thier 48 range.  Terms and oblits create thier own cover saves and it's good to have hard armor save to absorb some fire power leaving your weaker units unmolested and able to shoot.  Auto cannons and Lascannons give me the utmost range to stand and shoot as long as possible.  As for ordinance I find it's so inaccurate especially aginst six man squads that I put it on a low priority list and that's also why I have the one infiltrating fist squad.
   
Made in us
Rampaging Carnifex





Terminators rock in a night lords shootie list because unlike the rest of the list they move and shoot. Oblits and Termies are a great core for any shootie Chaos list, really, as it lets you move and kill hammrerheads/falcons/etc.

I would:
1) Get a demon prince. No reason not to get a 180 pt prince with tons of defensive upgrades (2+/5+, stature, speed, strength, furious charge, spiky bits and 2 x ccws).
2) Put stealth adept on everything that can get it. It's simply fantastic. Seriously.
3) Not buy any havocs before I had my troop slots filled with Las/Plas. Having guns that can kill tanks AND 2+ saves is awesome.
4) Drop the heavy bolter havoc squad for 10 furies. Way better at troop killing and also great counter assault.

Oblits, terminators and a demon prince are more than sufficient countercharge. Buying a powerfist in your troop squads is not needed.
   
Made in us
Rampaging Carnifex





If your tournaments are running low cover, you need to get on the tourney organizers to have a terrain building night or something.

Seriously, 40k is boring without 25% terrain. So boring.
   
Made in us
Longtime Dakkanaut




Yes you definitely need the stealth adept. If your area uses very little terrain, then bring some Rhino's, get them blown up and hop in the wreck for some nice 3+ cover saves. Of course I don't know your area, but most everywhere else the reaper autocannon is a 36" range gun. :-)

The 6 man infiltrating squad needs to be 8-10 man sized. Give them a missile launcher and a plasmagun. That way if the scenario does not have infiltrate, then the unit can sit back with stealth, shoot the missile and assault any flying Tyrants that get to close.

I had a good shooting Night Lords list a while back. Everything that could had stealth.

Flying DP with Dark Blade
6 Termies just like yours
2 Oblits
6 - Lascannon
6 - Lascannon
8 - missile, champ w/ fist, infiltrate
8 - missile, champ w/ fist, Rhino
8 havocs with 4 autocannon, tank hunter
8 furies
8 furies
8 furies
8 furies

BTW why call it Nightlords? You have no fast attack and 2 heavies? Why not call it chaos undivided and no one will ask you to put in stealth.

   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

With this many responses on the stealth adept ability I am thinking of dropping one Term autocannon and giving everyone adept. I definalty want to stay shooty though and want everything to start on the board during escalation missions. As far as a uber expensive Prince I want to avoid putting to many points into one unit /model. Thats also why I am avoiding winged prince and most fast attack options as they would have delayed entry also during escalation.  Dropping the one Term with auto and fist brings the Terms back to 225 also making them more balanced points wise.
   
Made in us
Plastictrees






Salem, MA

Hehe, Yeah, Lemartes, feel free to just assume I don't know what I'm talking about until Longshot comes and backs me up.

Seriously it should be pretty logical.  Night lords get an exclusive power that increases their survivability from 33% to 50% in light cover, and from 50% to 66% in heavy cover.  So they can shrug off a lot of things that typically kill marines (battle cannons, plasma guns).  If you're in a shootout with marines, which you said you wanted, then shot-for-shot that can give you enough of an edge to come out on top.

Even if terrain is light, at least some of your squads should take advantage of the skill.

A couple of terminators with reapers is not going to be able to do anything that your other shooty weapons can't do more cheaply and efficiently.  Terminators aren't really mobile in the sense that vehicles, raptors, bikes or daemons are.  They can shuffle around a bit and are a decent counter-charge unit, but so is a juiced up general.  If you're having to depend on the 5+ save of terminators to preserve them, then you're already in trouble.

So the major weakness in this list is lack of mobility.  Things you can't shoot, but that can shoot you, can pound away at your army with impunity.  It would be helpful to have something in the list to be able to hunt down and kill those threats.

And, finally, don't let fear of escalation make you nerf your list.  Remember if your flying/speedy daemon prince is in reserve for escalation in turn one, so is your opponent's basilisk.


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Rampaging Carnifex





Princes are actually better when they start in reserve imho. They come in later when your opponent has advanced a little and rock his world, or they come over from the far forward edge of your deployment zone and go crazy. My bugs have a scary time advancing into walking Chaos lists with a prince in Escalation because I don't know where the Prince will be, and he has a 19-24" range from any of your board edges.

Don't buy the termies without two reapers. Makes them not worth it.
   
Made in us
Rampaging Carnifex





You should drop both your havoc squads and then redo your list taking better things than those. Static heavy bolters are so 2001.
   
 
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