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This is my first major attemp at a nightlords list. I have had a lot of time to run the ideas through my head and came up with this. Any and all comments are good just don't beat me down too hard if i mess up on something...>.<
Chaos Lord + Daemonic Aura+ Daemonic Speed + Daemonic Speed + Daemonic Resilience + Infilitrate + Stealth Adept skill + Dark Blade + Bolt Pistol + Spikey Bits + Melta Bombs
6 chaos Marines + AC + power Fist + Infilitrate + Stealth Adept skill + Lascannon
6 Chaos Marines + AC+ power Fist + Infilitrate + Stealth Adept skill + lascannon
8 Raptors + AC + Lightning Claw and Powerfist on AC+ 3 flamers + Infilitrate + Furious Charge + Stealth Adept + Daemonic Strength
8 Raptors + AC + Lightning Claw and Powerfist on AC + 3 meltas + Infilitrate + Furious Charge + Stealth Adept + Daemonic Strength
5 Bikes + Plamsa + Flamers + AC + Power Weapon
5 Havocs + Missile + Stealth Adept
Basically get into combat on the first turn on kill them there! I know the havocs don't fit in well but i had points left over and no other each fast units so meh!!! yeah...
Night lords can take 4 fast inturn for 2 heavy, so yes you have another fast spot I'd say, drop the bikes and havoks, take a ton of raptors (like 40) and jack melta guns in their squads, thats great for tank busting. OR you can do the Cookies(GW store employee, don't ask)way and jack 5 havoks infiltrating with 4 meltas and have fun with those. Other than that, dread axe all the way, and why not a plasma pistol? it's just funny to see the look on your opponents face when you walk in with 40 raptors, all infiltrating, infiltrating havoks with melta, infiltrating lord, and your squads sitting back there like 'Wheres the fun in sitting back here '
Thanks for the tips i just ran out of points. I like the bikes they make huge fire magents if you turbo them into the oppoents face. And As for no Plasma pistol i don't like to take chances...and with my rolls i have a good reason as well. I don't want to take even the chance of suffering a wound from it...plus the lord will most likely get into CC on the first turn anyway.
The havos don't seem to efficetive to me...explain why this would work please...i see them setting up 18 inches away them moving out of cover to get even within the mimim range and not having the extra 2d6...meh explain please.
Okay, so your havoks are 18 inches away from the enemy. The OPFOR gets first turn and moves closer to you. Okay so thats either transports are in your face, vehicles are 6-12 inches away. You pop out, shoot 4 meltas at the transports/vehicles and that makes your havoks, after reigning doom on your enemy, a nice little target. So, as your raptors bikes daemon prince and reign in, the havoks soak up a round of fire laughing at the enemy because of their stupidity.
Seems like a fun list, however for tourney play you really lack numbers!!! A turn one ordinace would really ruin your day as would infiltrating 30 minis 12-18 inches away from 100 gaunts.
Don't get me wrong every squad you have up there is hard hitting in it's own right but one misplay or unlucky event and you would add another in the loss column.
Personally, I'd unjuice the leader a tad, take out the havocs and add as many 10 packs of infiltrating marine squads as I could fit in. I'd go melta on the bikes especially if you're and unlucky roller. AmI missing some great strategy with the p fist/light claw combo? It seems to me you could get nearly the same statistical wounds per turn with 2 lightning claws or p. fist/ccw either with spikey bits??? Plus unless your worried about vaping T5 dudes the d. strength seems a bit overkiill as well.
As with the powerfist lightning claw i wanted to make sure each of my units was able to take on any target. Because of my small numbers i needed them to be able to do it all. SO i gave the raptor a powerfist for the tanks but a claw so he strikes at the same int in CC...so bacially he has a str 10 attack against machines....yeah...