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Night Lords - 0.2.pdf [141.95 KiB]
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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.
