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Night Lords v0.3

 Post subject: Re: Night Lords v0.3
PostPosted: Thu Jul 07, 2016 3:55 pm 
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chaos thunderhawks already exist in two other lists, the Approved Emperor's children and the solidly developmental Red Corsairs, they are identical to regular codex thunderhawks except that they do not possess 'And they shall know no fear' which does make them more vulnerable when on the ground, I don't see why they should change further

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 Post subject: Re: Night Lords v0.3
PostPosted: Thu Jul 07, 2016 4:29 pm 
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Like I said, it was just a suggestion as a means to provide greater differentiation with the Codex Marine version, in order to give greater freedom when creating or amending Chaos lists.

That said, having the unit present in approved lists tends is a big disincentive to adopt further changes, especially when they require the development of a new and weaker unit to replace something which must have been extensively tested in the new lists.

'Nuff said, should have chipped in earlier in the development cycle. :{[]


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 Post subject: Re: Night Lords v0.3
PostPosted: Sat Dec 17, 2016 4:00 am 
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Hi All

Just touching base with everyone on how the Night Lords list is travelling. I have had four more games in the last couple of months, three against the Emperor’s Children which was for two wins and a draw and one against Biel-Tan Eldar which turned out to be a minor defeat.

Whilst we are early on with this project here are some of my impressions.

- Having the Raptor’s as a Core Formation is winner. This gives the Night Lords extra mobility and nuisance value, and really adds much to the flavour of the list. Combining two Raptor Cults into the Thunderhawk has also worked quite well.

- I am taking a liking to the Talon Pattern Warhound, but have found it is best used in tandem with the standard Warhound. I have not yet played a game using a Reaver. Maybe one idea that could go into the next version of the list would be in addition to counting the Reaver as part of the Dark Mechanicum/Navy part of the list, for it to also take up two or three Elite formation choices as well. This would force players to make choices between having the Reaver versus Terminators, Terror Claws etc.

- I have used Terror Claws in every game and I have found they seem to lack any significant impact on the turn they surface. Knowing the Night Lords doctrine of doing whatever they can to avoid fair fights if possible and the panic/disruption caused by some Terror Claws suddenly appearing amidst an enemy battleline I would propose adding one additional special rule to this formation as below. This rule is in part inspired by the drop pod rules:

“We bring the night”: Just after setting up the Terror Claws using the tunneller rule, choose one enemy formation within 15cm. This formation automatically takes one blast marker.

- With the “We have come for you” rules, the extra bonus if the enemy has more blast markers seems to be working fine. However, I feel that the -1 to enemy rally roles within 30cm might be way too effective. I now intend on playtesting -1 to rally to units within 15cm instead as well as making sure that if the opponent rolls a 6 for their rally roll this will be an auto-rally (as some formations that activate on 3+ will otherwise need a 7+ to rally which is harsh).

- I also have two tweaks intended for the next version of the list
1. Change Havocs upgrade to 1-4 at 40 points each.
2. Vindicator profile to actually go into the army reference sheet (same as Chaos Vindicator from 13th BC List).

Hopefully this will be enough food for thought for a while. This list is fine to sit on the slow burner until at least after the Red Corsairs are up and running. Please do let me know if you have any comments or ideas. I will do my best to promptly reply. Cheers.


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 Post subject: Re: Night Lords v0.3
PostPosted: Sat Dec 17, 2016 7:26 am 
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Ouch -1 for your opponents formations within 30cm to rally is harsh... I feel bad for any Ork players going up against that.

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 Post subject: Re: Night Lords v0.3
PostPosted: Sun Apr 23, 2017 1:16 pm 
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Hi All

Just again touching base with everyone on where the Night Lords are up to at this stage. I have only had the one game of late using the Night Lords List. The game was against a Stigmatus Covenant list which featured two Khorne Lords of Battle. The game ended after the fourth turn 0-0 on objectives with the Night Lords ahead on victory points 1060 to 745. The list I have been using recently is as follows (my next list is not having x2 BTS units).

Night Lords 3000 points

Night Lords Company with Champion 470
+Warlord upgrade +2 Havocs +4 Rhinos +Hyperios

Raptor Cult with Champion 175

Raptor Cult with Champion 175

Scouts 135
+1 Rhino

Terror Claws with Sorcerer 285
+1 extra Terror Claw +Sniper Upgrade

Armoured Company 470
3 Land Raiders
2 Predators
+2 Vindicator +Hyperios

Terminators with Champion 340
+1 extra Terminator

Warhound Titan 275

Warhound Titan: Talon Pattern 275

Thunderhawk Gunship 200

Hellblade Fighters 200

We played the game with the now reduced 15cm -1 to rally for enemy formations in the end phase (as part of the “We have come for you” special rule). I do not think this change hurts the Night Lords list too much. In fact it creates an interesting risk vs reward dynamic. Although this dynamic will vary dependent on a number of factors such as the initiative value of opposition formations and the strategy rating of the opposition army.

The risk been for the Night Lords to benefit they need to push within assault range of pretty much everything now and can in many instances be vulnerable to counter attack should the formation they are harrying rally, especially to those that can potentially summon some Daemons in for fun as well. In the game mentioned above the Night Lords broke one of the Lords of Battle and one of the Raptor packs moved to within 15cm to make it much harder for it to rally. My army list had two Raptor packs, one of which I would often save to activate late in the turn for this purpose. Again this ties in well with the Raptor theme that is quite prevalent in the Night Lords background.

The other impact of this rule was it forced my opponent to more seriously consider using the Regroup order to minimise the chances of his formations hitting a tipping point and breaking. Also he had to think more about protecting his formations that had broken.

The Terror Claws in this game again didn’t get to do very much at all, as the nearest enemy formation (which had been the only opposition formation not covered by ground based AA) had already been destroyed by a Thunderhawk bourne assault.

I will be doing up the next version of the Army List most likely in July. And as before I would urge people to still spend their time on getting the Red Corsairs over the line. In the meantime this list can keep happily stewing. Thanks.


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 Post subject: Re: Night Lords v0.3
PostPosted: Sat Aug 05, 2017 5:38 am 
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As promised there here is the new update for the Night Lords.

This update is designated as Night Lords 0.3b. Updated PDFs are on first post of this thread.

Main changes include:

1. Added Vindicator profile to the Night Lords Reference.

2. Thunderhawk Gunship moved to Dark Mechanicum/Navy Section.

3. Land Raiders upgrade changed from up to 3 to up to 6.

4. Havocs Changed from 4 for 150 points to 1-4 at 40 points each

5. Part of the “We have come for you” special rule:
2. All Enemy formations within 30cm of any unbroken Night Lords Formations are at an additional -1 their rally test in the end phase. New version has changed this to 15cm.

6. Added Special Rule for the Terror Claws Formation
“We bring the night”
When placing the first unit of Terror Claws as per the tunneller special rule choose any enemy formation within 15cm of the unit, with that selected formation automatically taking one blast marker.

I have only had one game of late against a Steel Legion army which ended up as a 3-0 victory for the Night Lords, although a big factor in the game was some very subpar armour saves which saw a Leman Russ company routed by one round of fire from the Night Lords Armoured Company and two Shadowswords blowing up from critical hits in successive turns. This essentially stalled the Imperial Guard advance and very much limited what they could do in the fourth turn.

The Terror Claws actually got involved in this game emerging in turn four to put a blast marker on a broken Sentinel squad that was skulking around after failing to rally in the previous turn. They then used their position to shoot and break a hydra battery which opened up a clear flightpath for the Thunderhawk to drop the surviving Terminators (it picked up in turn three) onto the blitz objective.

The two Warhounds I had only played a limited impact on the game with Deathstrikes felling one early. The Talon pattern Warhound was lost to Shadowswords as I threw everything I could at them before the Leman Russ Company could intervene. The two Raptor packs deployed from a Thunderhawk to drive away an enemy Warhound, before one pack was sacrificed to hamper the advance of the Leman Russ Company.

I at this stage satisfied with the ability the Night Lords have to cause disruption to opposition armies. They are perhaps more fragile than some of the other Chaos Lists with no ability to summon Daemonshields (or have Daemon Engines for that matter) but they do come into their own if they can get their opponents on the back foot. I still could not find a way justify any disrupt weaponry into this list, but the “We bring the night” special rule does achieve a similar effect for the Terror Claws.

It would be interesting to see people having a play around with this army list and providing some feedback. I also would like to take this opportunity to congratulate Kyuss and everyone who efforts managed to get the Red Corsair’s into approved status. Thanks.


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 Post subject: Re: Night Lords v0.3
PostPosted: Wed Aug 09, 2017 11:08 am 
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Hi All

I missed one detail I had intended for the 0.3b update as highlighted below.

5. Part of the “We have come for you” special rule:
2. All Enemy formations within 30cm of any unbroken Night Lords Formations are at an additional -1 their rally test in the end phase. New version has changed this to 15cm. New version will also allow an opponent who rolls a 6 for their rally roll to be an auto-rally.

If people who are playing any games with this list can play the list with this part added that would be great.

This amendment will be officially in the next update.

Thanks again.


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