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Old December 12th, 2005, 14:01   #1 (permalink)
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TerminatorUK is starting to score
Default [1000] Night Lord highly mobile force (comments very welcome!)

HQ

Choas Lord
- Pair of Lightning Claws
- Daemonic Flight
- Daemonic Fire
- Melta Bombs
125 pts

{n.b. Lord joins Raptors at the start of battle}

Elites
(none)

Troops

Choas Space Marines x8
- 6 Boltguns
- 2 Plasma Guns
- Stealth adept skill
140pts

Rhino
50pts

Choas Space Marines x8
- 6 Boltguns
- 2 Plasma Guns
- Stealth adept skill
140pts

Rhino
50pts

Fast Attack

Choas Raptors x6
- 5 Bolt Pistols / Close Combat Weapons
- 1 Plasma Pistol / Close Combat Weapon
184pts

Heavy Support

Choas Predator
- 1 Autocannon
- 2 Heavy Bolters
- Searchlight
- Mutated Hull
141pts

Choas Predator
- 1 Twin Linked Lascannon
- 2 Lascannons
- Mutated Hull
175pts


Total
1000pts

Tactical Reasoning:

- Choas Lord and Raptors provide a highly mobile assault punch as well as my 3rd anti-tank backup (Lord = metla bombs, Raptors = krak grens & plasma pistol)

- The troops and rhinos can be moved quickly from cover to cover under armoured plate and then make the best use of the available cover with stealth (+1 cover save). 4 Plasma guns provide anti-marines, tough creatures and 2nd anti-tank backup. Holding off wrong using heavy weapons allows them to keep moving & fire effectively right from dismounting the rhinos. 12 Boltguns provide anti-light infantry and, with plasma guns, allow Move --> Fire --> Assault at any given point.

- The two Predators provide a mobile heavy weapons support for the army. The addition of mutated hull (+1 armour in all locations) gives them a very tough 14 armour on the front that will (hopefully) be very hard to destroy in a 1000pt battle; it's expensive but the hope is that the result will mean they are more difficult to kill than a Havoc squad.

- The Autocannon/x2 Heavy bolter Predator provides decent medium armour troop bashing and also backup anti-tank/tough creature support. Searchlight enables the Lacannon'ed Predator to fire at Night with full effect every turn at the greatest armoured threats whilst the lower importance Predator is made vunerable to return fire (Searchlight allows enemy forces to target the model using it at any range too)

- The Twin-linked Lascannon/x2 Lascannons provides my primary anti-tank platform and will be dedicated to bashing just enemy vehicles / tough creatures. It's a lot of eggs in one basket (at 175pts) but I'm hoping the mutated hull should allow it to survive a lot of punishment.

Concerns which I might need help with:

1) Lack of troop numbers
2) If Rhinos will be used effectively
3) Lack of any additional assult units
4) If the Lascannon'ed Predator gets destroyed!

Thoughts and comments very welcome!


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Old December 12th, 2005, 14:04   #2 (permalink)
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If you can, wouldn't infiltrating havocs be a good idea? as they deploy last and aren't so easily destroyed (or seen for that matter) than the predators IMHO they would be a better choice for what is bascically an infrantry force.
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Old December 12th, 2005, 14:12   #3 (permalink)
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Hmmm maybe....

But say you had:

Havocs x5
- 3 Lascannons (equal number of shots as Lascannon'ed Predator w/o the re-roll)
- 2 Bolters
- Infiltrators

That'd be 195pts (+20 over the Pred) and much easier to assault or destoy don't you think?

Also they wouldn't be able to move 12" if I desired at any given time either (kinda the point of the army :tongue: )

Why would you think they would be harder to kill, I'm interested
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Old December 12th, 2005, 14:19   #4 (permalink)
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THis is a very good Iron war....eh, Night Lords list

Though I never played them I think one should really use their strength a little more than you do. I would reccomend following:

Drop the Rhinos for infiltrate.
Drop one of the Preds, this is after all a 1000pts
make the Lord a Lt
Beef up those Raptors. Eight seem to be the number for those guys and by all means give them a champion. Drop the plasma as the raptors are to expensive to have exploding, use meltas or flamer instead.
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Old December 12th, 2005, 14:22   #5 (permalink)
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I think they'd be harder to kill because if they are in cover they almost always get a save and they aren't such a large target that the pred is. true, movement is a key issue its just that in my experience squads of troops can be more resilient than takes as it takes more than 1 krak missile to stop them.

The havocs would also force your opponent to make a leadership test to shoot them (as they are at the back of the army) which they may fail, while they do not have to for the pred.

That's my reasoning anyway.
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Old December 12th, 2005, 14:26   #6 (permalink)
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Leadership test? Hmmm must get the new rules (haven't played for 3 years :tongue: )

You have to check to target units at the rear of the army now?
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Old December 12th, 2005, 14:39   #7 (permalink)
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I didn't know you hadn't played for a while so let me clear up that statement (its all in the rulebook anyway)

Assuming your squad (for the sake of this example it doesn't matter which one) can see squads A,B,C (c being the farthest) if you wanted to shoot at B or C you would need to make a leadership test to see if you can shoot them (representing the ability of troops to see the greater threat/target etc) and if you pass you can target B or C and carry on as normal.

There are height issues to take into account as well but that 's all in the rule book so it would be a good idea to get it and read it carefully (a lot has changed in three years!)

Hope this helps.
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Originally Posted by Glad-Of-War
The very thought of a Dire-Veteran 13th Co. Wolf Lord shredding some uptight Holier then thou Grey Knights and their I'm-so-fancy assasin adds glee to my day.


Last edited by The_Outsider; December 12th, 2005 at 14:42.
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Old December 12th, 2005, 14:40   #8 (permalink)
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Quote:
You have to check to target units at the rear of the army now?
Yup, that's right.
I agree on the Havocs by the way. Infiltrate and stealth adept.
You could use the Raptors for tankhunting (melta+infiltrate) and the havocs (4 with plasma, infiltrating) for antipersonel.
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Old December 12th, 2005, 15:19   #9 (permalink)
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Cool...thanks for the tips guys

Guess I better go and get the rulebook then

I like to field the unexpected though in a small game, wouldn't the majority of armies have a tough time taking out two Armour 14 units (that's the last thing I'd expect to have to tackle in a small battle!)

Also, I wanted to keep a completely mobile theme.....at any given point I'd want to be moving 6" and firing with all available weapons....

I used to be a complete heavy weapons freak (remember 40k 2 additions ago....minimum 3 man squads, 3 heavy weapons per choas squad? not one bolter in sight ) but I wanteed a greater theme to my army - mobile heavy support sounded great!
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