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Night Lords v0.3

 Post subject: Re: Night Lords v0.3
PostPosted: Mon Jun 21, 2021 2:50 pm 
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nice models! Some of the Galactic Crusader remixes?

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 Post subject: Re: Night Lords v0.3
PostPosted: Tue Jun 22, 2021 1:19 pm 
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Cheers Jimmy. Got the models through a friend who knew someone producing 30k era Epic stuff. I was later told these models were no longer available, thankfully I had enough already to put an army together. I really liked the Raptor/Assualt Marine models and thought they would be a perfect fit for a Night Lords army.


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 Post subject: Re: Night Lords v0.3
PostPosted: Wed Jul 27, 2022 1:45 pm 
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Hi All

I have had 2 games fairly recently with the Night Lords. The first game was against an Iron Warriors army. The IW pushed heavily down the center of the battlefield, running over the few NL formations in their way. The IW Battleship dropped a Chosen formation close to the Blitz which they succeeded in taking, pin-point attacks reduced the NL Warhound Titan to 1 damage point, then it was finished off by IW tanks.

The Night Lords force for the most part advanced down the flanks to attack the the IW Blitz which was guarded by an IW Company and a Basilisk battery. The NL Terminator’s and Warp Talons teleported nearby to assault the IW Company but they botched this when the Terminators failed to activate leaving the Warp Talons to be wiped out by the IW Company. This assault was such as fail that the NL had to use their Thundhawk assault as well on this objective, in the end the IW Company was forced to retreat and the Basilisks were destroyed. The NL company that air assaulted was broken but the NL Terminators were able to take the Blitz.

The Terror Claws appeared to take an objective and become a thorn in the side of the other IW Company trading ranged fire with them. The game ended with both sides claiming 2 objectives (Blitz and Take and Hold), although the IW were well ahead on points 2055 to 657.5.

The second game I had was against an Emperors Children force. Most of the conflict was in the urban area in the Emperor’s Children quarter of the table, with the Night Lords winning initiative in most of the turns. This allowed the NL to continually threaten objectives and units in the opposition table side, this meant the EC were often forced into reaction moves, expending their Thunderhawk assault and Terminators in countering the NL moves.

The Reaver Titan did fairly well to dominate its part of the battlefield, taking an objective, hitting the EC tank formation and confined the Questor Titan to stay behind buildings in the urban area.

Both Raptor packs went into the urban area, one unit hunted down the remanant of EC tank formation and the other landed on the blitz to threaten an end of the end in turn 3 that drew out the EC Thunderhawk borne Noise Marines which with some daemon support wiped out both units in successive turns. The Noise Marines also wiped out the NL Armoured Company which had just broken the Questor Titan.

Terror troops also surfaced in the urban area catching one EC formation in a crossfire and held their position well, been the only NL formation left inside the urban area at the end of the battle.

Both sides had taken a mauling without a single objective achieved. On points the NL were slightly ahead 1695 to 1580.

I have also painted up some Warhound Titans as per one of the images.


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 Post subject: Re: Night Lords v0.3
PostPosted: Wed Jul 27, 2022 9:26 pm 
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nice!

how you feeling about this list?

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 Post subject: Re: Night Lords v0.3
PostPosted: Mon Aug 01, 2022 12:08 pm 
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I am reasonably happy with where the Night Lords army list is going. I am pleased that I haven’t needed to overuse special rules to do this. The Night Lords are pretty mobile and hard to pin down and are best taking the enemy piece by piece. They come off second best in a head on clash with most opposition.

I like how the “we have come for you” rule plays. It can make all the difference in engagements where you have a blast marker advantage. Also introduces a risk v reward dynamic of staying close to broken enemy formations that will need a 5+ or 6+ to successfully rally. This can really keep broken formations out of the game and is especially effective in a final turn.

The Terror Claws work well in the army. They can always be in a position to threaten objectives or formations in the opposition rear areas. They can also if well placed setup crossfire opportunities. Bringing a blast marker with them allows the option of an effective assault right from their appearance.

I am little unsure if the Warp Talons are under/overpowered. Every game I have used them have seen them wiped out soon after teleporting, used mainly to add some extra punch to Terminators teleporting nearby. Not sure if they would be regulars in my army.

Four Elite choices gives players something to think about as most forces will only be able to fit in 3 of these units. For me that would be the Terminators, Terror Claws and Scouts.

This list could probably could do with some other people playing a few games with them. I aim to have an updated list posted up in the coming months with the addition of the Warp Talons as the major change to the existing list.


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