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Night Lords 0.2

 Post subject: Night Lords 0.2
PostPosted: Sun Mar 10, 2013 6:39 am 
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Changes from 0.1->0.2: I revised a few point costs, clarified some wording, and FAQed Disrupt on CC weapons.

Playtests and comments very welcome.

0.1 had 88 downloads.

Notable changes from the basic Black Legion list:

-Cut Cult Marines, Daemon Engines, Decimators and normal Daemons. Added Furies and Warp Talons as Daemons (Warp Talons aren't really classic Daemons, but they function like them). Only Raptors and Retinue can summon them, though, and nobody has Augment Summoning or Daemonic Focus.
-Tanks are now an Elites choice. But they can take Havocs, because they looked lonely.
-Basic troops have Disrupt on their Assault Weapons and Infiltrate but have traded their Autocannons for Heavy Bolters. The unit is 6, not 8. Cost remains 275.
-Added the Tormentor as an alternative to the Warlord, who can make your enemy reroll command checks. Same cost.
-Replaced the Chaos Champion with the Night Lords Champion, who is basically an assassin (Disrupt and Sniper on his assault weapons).
-The Sorcerer has a ranged Disrupt/Sniper attack, representing him messing with people's minds.
-Night Lord Scouts are a support choice. They're basically CSMs with Infiltrate and Scout.
-Raptors are available as a formation upgrade as well as as an independent Cult.
-I don't think there's a single ranged MW in the list, outside the Feral.

The basic Night Lord battle plan is to stay mobile (which Thunderhawks should make fairly practical, if nothing else) and break isolated units or make clipping assaults and break those formations with Disrupt. Then use those Blast Markers to pick on other nearby units while a little bit of shooting takes care of the broken ones, and so on. Avoid War Engines like the plague until you have weight of numbers, then swarm them under (preferably with a War Engine of your own, or some Terminators, along for the ride). So, y'know, basic cowardly bully Night Lord tactics.

Thoughts and ideas very welcome. :)

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Last edited by Simulated Knave on Sun Oct 27, 2013 7:38 am, edited 1 time in total.

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 11:40 am 
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Would this be a good place to try the Heldrake? assuming its existence is to be acknowledged at all :D

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 12:17 pm 
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Removed a silly comment

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Last edited by Lead-Space on Sun Mar 10, 2013 8:15 pm, edited 1 time in total.

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 6:39 pm 
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Apoc

I thought about the Heldrake, but it's a Daemon Engine. The Night Lords are pretty anti-daemon, and while Heldrakes do kind of evolve naturally it still seemed borderline. Plus, its stats are kind of insane. As far as I can tell, it'd be something like:

5+ Armor (and you could even justify 4+)
Moves as Fighter
Hades Autocannon AP3+/AT4+/AA4+ - 15cm, Disrupt, FxF
Vector Strike: AA4+, Base Contact
Reinforced Armor

If you wanted to tone it down, you could switch the autocannon for the flamer (which'd "only" be AP4+/AA6+). Still. Kinda scary.

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Can I convert it to Space HUlk first, then you convert that list to NetEpic? I want to go through as many game systems as possible. ;)

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 8:14 pm 
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Sorry ;p I dont really know how well the different rulesets work together, meaning if EPic Armageddon is 1:1 with NetEpic etc..

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 9:48 pm 
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We need to convert through ASC first. ;)

SK: have you thought of something along the lines of the Dirty Tricks rule from the Chemdogs list?
Being both a "list of criminals and miscreants" there might be some similar ideas between then [shrugs]

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Mar 10, 2013 11:00 pm 
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Sorry ;p I dont really know how well the different rulesets work together, meaning if EPic Armageddon is 1:1 with NetEpic etc..


They're pretty different, though you're more than welcome to use whatever you can to create whatever you can for NetEPIC. :)

jimmyzimms
It's a good thought. The major thinking behind Disrupt was that it represented either the Night Lords charging in from an unexpected direction, mutilating people in horrific ways and driving half the squad off into the night, wrecking all the communications gear, then fading away. I always interpreted Dirty Tricks as ambushes and traps - the Night Lords seemed more psychologically focused to me. Also, it feels weird to have traps and sneakiness as offensive weapons (whereas ripping people apart with your bare hands and hanging them from the ceiling seems likely to surprise and offend no matter when it happens).

Might be a neat ability for Night Lord Scouts - where did you see it fitting?

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 4:15 am 
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You and I are envisioning the same Night Lords :)
I was thinking the DT could be though that representational shock-and-awe horror of the Night Lords coming for their enemies. The attacking from the unknown dark would be something like first strike and the psy ops could be extra attack representing the savage way in which they kill their enemies causing troops to run in terror. I worry a bit that disrupt might be a bit too good with AT shots.

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 5:44 am 
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Good! Now go play the list and tell me all about it! ;)

I basically tried to roll all that into Disrupt on the Assault Weapons. I was tempted to give them First Strike as well, but thought that might be a bit too much. The way I see it, it'll work out one of two ways - either the Night Lords win the assault, and the enemy's broken, or they lose the assault...and the enemy's probably STILL broken from fear and terror, letting the Night Lords move back in and pick them apart. The major damage the Night Lords do is after fighting them.

Adding something that removes BMs when the Night Lords lay them, or losing BMs when enemy formations break, or extra hackdown hits, or rallying if near broken enemy formatios, or First Strike on the Terror Claws (or the Scouts) are all a little tempting, but I want to see how the current rules work out first.

The only AT Disrupt in the list should be from We Have Come For You when shooting at broken formations. Which is, admittedly, kind of weird (they're good at running down and wiping out tanks?), but seemed easier than filling the rule with exceptions. All the other Disrupt is on some kind of assault weapon or Small Arms (and there's only one Small Arms Disrupt - on the Sorcerer).

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 7:05 am 
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Sweet. I'll write one up once I get an Iron Hands report from you ;)

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Last edited by jimmyzimms on Mon Mar 11, 2013 5:15 pm, edited 1 time in total.

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 8:07 am 
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We could each do Iron Hands v Night Lords. :P It's not as valuable for playtesting, but it'd still provide some insight.

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 5:18 pm 
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What? Each play a game against two highly experimental lists you say? MADNESS!!

Ha. Sure thing. I'll go stumble my way through this (chaos noob but NL should be the best of them to play as their all not demonic-y) and hand my Iron Hands over to the weird Eldar player in the group. Blind leading the blind - Should be entertaining at least. Need some paper proxies or you got your armies all ready?

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 Post subject: Re: Night Lords 0.1
PostPosted: Mon Mar 11, 2013 5:37 pm 
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I've got two Space Marine forces who can simulate Night Lord and Iron Hand tactics for training purposes. ;)

It'll have to be my next-but-one game (since my next one is teaching a newer player Aircraft and War Engines), but I'm looking forward to it.

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Apr 28, 2013 5:34 pm 
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Well the good news is that I now have a butt load of disordered guys sitting on my workbench that I plan on using for this list (actually it's a present for someone but they're going to be living here). This list will get plenty of play from me.

The bad news is that they're in the queue behind 3 Canadian companies so they're not going get painted anytime noon.

The good news is that I can always go paper proxy route and still playtest (Eldar and SL are on the short list)

The bad news is that I have plenty of Raptors testing to tackle first.

The good news is I haven't forgotten about this ..

yada yada yada

Any progress on your side?

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 Post subject: Re: Night Lords 0.1
PostPosted: Sun Jul 07, 2013 8:12 pm 
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Not really. Exams and moving effectively torpedoed progress for a bit.

We could get a game in with each other with Tabletop, if you were so inclined.

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