Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
:excl: Hi im new to libarium online. i see lots of people posting army lists so im going to post the army list of the army im working on. its night lords!
Chaos lord zanarith
Deamonic flight, Deamonic mutation, Deamonic visage, Deamonic strength, spiky bits, crafted lighting claws. and infiltrate
9 night lords with cc wepons 2 meltas all with infiltrate, the champion has a power fist
9 night lords with cc wepons 2 flamers all with infiltrate, the campion has a power fist
9 night lords with cc wepons 2 plasma guns all with infiltrate, the campion has a power fist
6 raptors with infiltrate 2 melta guns, 1 AC with a master crafted power sword and deamonic strength, deamonic mutation
6 raptors with infiltrate 2 flamers, 1 AC with a master crafted power sword and deamonic strength, deamonic mutation
7 night lords with stealth sumtin and tank hunters, 4 with auto-cannons
1500 points of night lords goodness!
i think i may need some work on the list though...
everything infiltrating apart from the rocket sqaud
Last edited by 1st class tramp; December 2nd, 2005 at 20:06.
Welcome to L.O. First things first- make sure you post the title of your threads according to L.O. guidlelines: http://www.librarium-online.com/forums/faq.php.
Ok, now to your army: Nice use of infiltrate. No doubt it should give you the initial advantage.Is he going to solo across the board? Or is going to join with the raptors?Originally Posted by 1st class tramp
Daemonic armor: Hmm. This ability is best on a bike w/ turbo-boost, but if he's going it alone, it might come in handy. Honestly, I usually encourage people away from this ablity, but it might work well for you. Caluin will undoubtedly have something useful to say concerning your lord, so I'm going to leave this question for him.
Daemonic Essence: Generally considered too expensive for what it does. Your lord has 3 wounds already, which should suffice. This upgrade is best on a statured prince that functions both as a c.c. machine and a magnet to attract ranged fire away from the rest of your army, whence essence helps against the continual barrage of ranged attacks; and even then, essence is questionable. Remember, your lord can't be targeted unless he's the closest model to your opponent. Take advantage of this factor, and save the points from d. armor and d. essence (35 points saved)Nice squads. Drop mutation and master crafted and save the points (60 points saved). Drop down to 9 men in each squad (51 points saved). Also, 10 men are rather expensive to infiltrate.Originally Posted by 1st class tramp
You might be asking what's the point of saving all these points. I'll get to that in the following comments regarding your raptors.Wow, that is an enormous squad- too enormous. This squad would serve you better as two smaller units.Originally Posted by 1st class tramp
Raptors already come w/ frags.
Consider adding furious charge. With expensive models, it's always nice to hit first.
You can save points on your a.c. by switching to a power weapon w/ daemonic strength- costs 15 points, as opposed to the 50 points (I believe) you're spending right now on his gear and upgrades (35 points saved).
Plasma guns- you should be looking to use melta guns on raptors. Reserve the plasma for less expensive models.
Right, so with the aforementioned suggestions you've saved 181 points. Here are my suggestions: Break this squad into two, 6 man squads. Use the points saved to purchase two more raptors; purchase another a.c. w/ power weapon and daemonic strength; add special weapons to your second squad; purchase furious charge for both sqauds.Add one more marine to this squad (casualty purposes). As it stands, you need ways of dealing w/ the swarm, and this squad could serve both as your vehicle and swarm killer. In order to perform duel roles switch the missile launchers to auto-cannons. You should have no problem killer any vehicle on the board, when fireing 8 str8 shots.Originally Posted by 1st class tramp
Last edited by Rabbit; December 2nd, 2005 at 18:10.
i will change the list but .maybe you have been mistaken the sqauds are 9 man sqauds with a ac not 10 man sqauds with a ac.
Here are my thoughts, feel free to discard any of my comments as i may be wrong.
[The list has been edited since my post]
Chaos lord :
Nice name, You do like lightning claws, do you ? I would advice you not to pay for Daemonic Aura unless you're planning to have your lors go alone on the battle field. If not, then hiding him in a unit is enough to prevent him from being specificaly targetted, and your Inv. Save is subject to the most common save rule. And, by the way, why don't you use a lieutenant instead ? Instead of mastercrafting the lightning claws, use Spiky Bits : they cost less and usualy have the same effect. If you are using a pair of Lightning claws, i'm not sure but I believe you have to mastercraft both of them (still not sure). My opinion on your lord it that he is good, but I tend to believe it cost too much for a single model (IMHO).
What is the purpose of those squads ? Obviously, you are planing on sending them into melee fast. Meltaguns are great for those assault troops. Flamers are so so. Plasma guns are best used in bolter squads as rapid firing with those will prevent you from assaulting, you should then remove the plasma gun, or give the other models bolters. Again, instead of mastercrafting, I suggest you use spiky bits instead (costs 5 points less).
Never put Plasma guns in raptors squads. Raptors cost too much to risk loosing it because the gun got hot. And rapid fire weapons diminish the mobility of your squad. Instead, use meltaguns. You don't have to pay for frag, they have those for free. (IMHO) Lightning claws cost too much for you AC. I would also suggest that you divide this squad in 2 distinct units, this will allow you to field 3 more special weapons, 1 more AC, and you won't loose 300+ point from a single ordinance shot :cry: .
I would add some furies to this army, or a bikes squad. My precedent advices can save you about 60 points, try to find a little more and you'll be able to afford one more squad.
The choice is OK, but you could save some point by making it a 5 men squad instead. And since they will deploy far from the enemy, Stealth Adept won't do any good. Use infiltrate instead, you'll be able to choose the best position to deploy them.
Finaly, looking at this army, I believe you should have played Black Legion or Alpha Legion instead of Night Lords. You don't use any advantage of having a Night lords army list, except for your Havoc Squad that don't need it. Also, you are too dependant of infiltration. What will happen if you play a scenario where you can't infiltrate ? But you got a good number of models and you can withstand a little bit of pain before going down. I would win 1/3 games with your current list.
Last edited by MindRaked; December 2nd, 2005 at 18:29.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Welcome to LO! Hope you find your stay lengthy and enjoyable. You might want to stop by our Introductions subforum and introduce yourself. It's a good way to meet some of the regulars and mods.Originally Posted by 1st class tramp
As Boyd pointed out, we do have rules regarding how army list threads are named, but I'll cut ya some slack since you're new here. I've edited your thread to conform this time. (I really do love having Boyd around - he makes critiquing lists so much easier. He says all the important stuff, and I just sort of come in and mop up. I love it.)
Originally Posted by 1st class tramp
Your Lord is very strong, I'll grant you that - but overly expensive IMO. You can do without a few of your upgrades.
Daemonic Armour isn't all that useful. If it was half the price, then it'd be worth taking; but as it is, the high price just makes it less than useful. In most cases, HQ units are taken down by large amounts of AP 2 weaponry (Plasma, Lascannons, Meltas), or Powerweapons in the Close Combat phase. Daemonic Armour helps against none of those.
Daemonic Flight is inferior to Daemonic Speed, especially on an Infiltrating HQ unit. However, Flight matches the fluff aspect of Night Lords. With Daemonic Speed, you're always going to get a first turn charge combined with Infiltrate. You can't claim that with Daemonic Flight.
Take Boyd's advice on Essence. It's not worth the points in most cases.
Drop Mastercrafted on the L-Claws and take Spiky Bits instead. They do the same thing, except one costs less.
I would suggest giving him some Melta Bombs as well. Sure it's only one attack, but should you ever go up against a Dread or tank, you'll be thankful to have atleast something that can harm it. Also give him some Frag grenades.Originally Posted by 1st class tramp
Beautiful group. Ten models is a bit hard to infiltrate, so you might consider knocking down the squad size to eight. They're more likely to find a good hiding spot that way. But in no way is that mandatory - ten is still a sufficient squad size.Originally Posted by 1st class tramp
Why the Powerweapon + Strength? If you're going to have a CC group, you should have a 'Fist. While the Powerweapon + Strength isn't a bad substitute, the 'Fist will do more good in the long run.Originally Posted by 1st class tramp
It looks like you're trying to build a Close Combat unit with Plasma Guns - that just doesn't work. The Rapid Fire nature will keep you from charging. Either drop the Plasmas in favour of Meltaguns (Like group #1), or swap out the Bolt Pistols for Bolters and ease off the upgrades for the Champion.
Originally Posted by 1st class tramp
Same principle applies to this unit as does Troops #3. Plasma Guns + Assault unit don't mix. Go Meltas. This is especially true of Raptors, since you lose very expensive models each time you over heat.Originally Posted by 1st class tramp
Pretty good. A general rule of thumb is to have one extra marine per heavy weapon in the group for the sole purpose of eating wounds. Boyd has already touched on taking Autocannons over Missile Launchers, but both are excellent weapons. I have an article linked from the front Chaos page about the merits of both - you should take a look.
Put pt costs up and than i can help you
Thank you Pixies for kindling the essence of rock.
And thank you Jack and Meg for being the saviours...