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Night Lord Commander - Daemonic Flight Pair of Lightning Claws Daemonic Aura or Unholy Iron Halo Daemon Armour Melta Bombs Daemonic Strength Frags Stealth Adapt Daemonic Resilience and Daemonic Mutation 191/201 pts
8 Chosens - Terminator Armour 2 Reaper Autocannons 2 Chainfists 2 Lightning claws rest with power weapons, Champ w/ Teleport Homer Daemonic Strength 374pts
10 CCW Marines (140)- Stealth Adapt Furious Charge Counter Attack Frags & Kraks (30) 230pts
10 Marines - Melta Gun Plasma Gun Stealth Adapt Champ
w/ Plasma Pistol Power Fist Melta Bombs 213pts
5 Raptors - Furious Charge Stealth Adapt Counter Attack
2 Meltaguns Plasma Pistol Champ w/ Lightning Claws Melta Bombs and Daemonic Strength219pts
8 CSM bikes - Skilled Riders 288pts
Dreadnought - Twin-Linked Lascannon Smoke Launchers Daemonic Possesion and Parasitic Possesion 168pts
5 Havocs - Tank Hunters Stealth Adapt 4 Lascannons 230pts
Last edited by The Night Lord; April 16th, 2007 at 01:36.
Right, you have to get rid of those wargear/individual prices pronto. Total unit cost is fine. Sorry mate, forum rules.
This guy is too expensive.
Dæmon Armour is far too expensive for what it does, increasing your save by one doesn't get rid of very many weapons (i.e. there're only one or two weapons that have AP3 so you don't gain much in the way of armour piercing) and the chancing of saving aren't that much better - one fist or lascannon still insta-kills you.
You can also swap Mutation for Spiky Bitz, on character with enough attacks you're boung to miss at least once, so it's the same upgrade for less about 98% of the time.
I also think Speed is better than Flight in almost every respect (even if they were the same cost I would probably still buy Speed, the Fleet move means you might move 12'' anyway).
Other than that he looks great
I'm not sure Lightning claws are worth the upgrade cost from regular power weapons, but that's definitely your call.
I think 8 is kind of a weird number, one more lets you take another Reaper, and two less doesn't lose you anything (other than the 2 termies of course)
If you're going to pay for a Champ you shuold definitely tech him out way mroe than you do. Since you didn't give one to your HQ I would strongly suggest a Dark Blade, because they're awesome. Speaking of the Champ...
I don't think you understand how Teleport Homers work. You're supposed to give them to your on-board forces (preferably the fast ones) so you deploy your guys in front of that squad, instead of putting them on your terminator squad and, well, deep striking them anywhere. That would not be fun for your enemies. That's really the only thing that *needs* to be changed about this squad, the others are just suggestions
Well, that's certainly something I've never seen (that's certainly not to say it's a bad idea) I don't usually find Krak grenades useful especially for their cost, but it's a large list and that's certainly your call.
Perhaps more importantly I feel like this squad should get the Mark of Chaos Undivided. I don't think I've ever seen Counter Attack "make up its points" (it's definitely harder to keep track of that sort of thing with only upgrades, but I just mean I don't think I've seen it really do anything before) Also, with a squad that only moves 6'' the chance that you'll get to use Furious Charge is not very high with the chances that you'll be charged first by anything that can move either 6'' or 12''
Separately, this squad should take some special weapons, even if it's only plasma pistols. Special weapons are awesome.
Mixing special weapons is not usually a good idea - if you want meltas I would say put two on the squad on top of this one, and put a second plasma gun on this squad as they already have the plasma thing going with the champ. Then probably only put melta bombs on the melta squad champ, and point that squad at tanks and point the plasma squad at heavy infantry. Otherwise looks great.
Not how I would do it, but if it works for you by all means leave it that way, it certainly works better than it does on the CC squad above. I also don't think the Lightning Claws are worth their points compared to a Power Weapon (20 points to re-roll to wound?) but I'm kind of a tool for efficiency and I can see it working for you maybe.
You should probably put a Champ and some special weapons here.
Most people seem to take the Missile Launcher with this guy, but I can't explain to you why (I don't play Dreads) Other than that I would just say Parasitic Possession isn't really that great, maybe consider Mutated Hull for a few more points instead.
Especially with Lascannons you needs to put at least three ablative wounds in this squad to keep the lascannons alive so you don't start bleeding LC points really early on.
List looks great far's I can see, got some interesting Veteran Skill setups Hope my suggestions help.
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As Simon says, you must edit your post as soon as possible, removing all individual costs. Just leave the final unit costs.
On to your list…
Night Lord Commander (60)- Daemonic Flight (20) Pair of Lightning Claws (30) Daemonic Aura (15) or Unholy Iron Halo (25) Daemon Armour (20) Melta Bombs (5) Daemonic Strength (10) Frags (1) Stealth Adapt (5) Daemonic Resilience (10) and Daemonic Mutation (15) 191/201 pts
Firstly, he’s a Daemon Prince now, as he currently has over 50pts of Gifts. What the fffffhhh is an Unholy Iron Halo…….. and where can I get one?
I too would lose D.Armour and would replace your Claws, Strength and Mutation with a Bolt Pistol, Dark Blade and Spiky Bits. This brings his Gifts to below 50. If your guy is modelled with Lightning Claws, keep the Strength, and consider Furious Charge.
8 Chosens (136)- Terminator Armour (152) 2 Reaper Autocannons (40) 2 Chainfists (16) 2 Lightning claws (10) rest with power weapons, Champ (10) w/ Teleport Homer (5) Daemonic Strength (5) 374pts
Way too expensive. 6 will do as well as 8. Claws are well worth it. Get 2x Chain Fists. This unit can’t make use of the Teleport Homer. It needs to be on someone who is already on-board. Then the Chosen Teleport to him.
10 CCW Marines (140)- Stealth Adapt (10) Furious Charge (30) Counter Attack (20) Frags & Kraks (30) 230pts
Counter Attack is a waste of time, as a Krak Grenades. This squad desperately needs an Aspiring with a Power Fist.
10 Marines (140)- Melta Gun (10) Plasma Gun (10) Stealth Adapt (10) Champ (13)
w/ Plasma Pistol (10) Power Fist (15) Melta Bombs (5) 213pts
Lose the Melta Bomb. If you’re worried about vehicles use the cost of the Melta to give him D.Strength.
5 Raptors (145)- Furious Charge (15) Stealth Adapt (5) Counter Attack (10)
2 Meltaguns (20) Plasma Pistol (10) Champ (13) w/ Lightning Claws (30) Melta Bombs (5) and Daemonic Strength (5) 219pts
Again, lose the Counter Attack.
8 CSM bikes (272)- Skilled Riders (16) 288pts
This squad desperately needs 2x Meltaguns, and an Aspiring with a Power Fist. Forget Skilled Riders. The squad will probably be as effective with 6 guys.
Dreadnought (75)- Twin-Linked Lascannon (50) Smoke Launchers (3) Daemonic Possesion (20) and Parasitic Possesion (20) 168pts
P. Possession is excellent. I use it all the time. Replace D.Possession with Extra Armour.
5 Havocs (70)- Tank Hunters (15) Stealth Adapt (5) 4 Lascannons (140) 230pts
This squad needs 2-3 more Bolter armed guys, so you can remove them as casualties, and keep your Lascannons safe. You’ll scare the hell oout of opponents with Mech lists with this lot.
Hope this helps
i suggest doing what simon said about your havocs to your raptors as well.... if your opponent gets 1st turn those raptors are going to be one of the first to go.. and at the price you pay for them... it would surely suck to have them disappear before killin' anything.. i like 6 to 7 man raptor squads...expensive but worth the devesation once they hit combat.