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Greetings, thrice-cursed by the Carrion Emperor members of Chaos subforum,
being a seasoned Eldar player I'm writing to once more ask for help and advise, as seemingly with the incoming Blood Angels loyalist codex my memories struck me back - the time when I was playing Night Lords, just before 4th edition Chaos codex made that no longer possible - and I wish to turn their new shiny boys to renegade weapon. I know that you must know all the rumours and shiver in fear, alas it's the fear I'd like to use as my army theme.
So, getting to the point - I'd like to ask what ideas (apart from quite obvious ones) would you yourselves use to modify and deploy Night Lords army without breaking their fluff or involving crappy ancient renegade-new loyalist hybrids (unfortunately I have heard about Chaos Scouts... Never Again). I'm trying to think which units could be reasonably used, justified one might say, begged, captured, stolen, invented, which codex entries would make for differently designed units (like using Plague Drone from Forge World as Storm Chasis waiting for further modifcation) etc. All of it without their Special Character of course, for now I'm quite convinced about Assault Squads in almost all configurations, Captain with pair pair of Lightning Claws as Talonmaster's Enforcer, Devastators aka Havocks, Baal Pred aka Pred etc., however, I still try to find out how to make Possessed (Death Company?), Chosen/bodyguard, ancient ones (Sanguinary Guard? Honour Guard? vVeterans?) and so on. The lists is endless and having forgotten most of Night Lords fluff I'd be grateful for any help, at least until I can lay my hands on Simon Spurrier's book...
As far as I can tell, using the Blood Angels codex for the Night Lords would be pretty effective. The current Chaos Codex is not very good for the Legions.
Hopefully, someday, we will get a good codex again. Until then, there are some good opportunities for modeling and making a cohesive Chaos legion, and using new rules that actually work from another book...
Pre-heresy World Eaters and the Space Wolves rules are a great match, for instance...
It sounds like you've already got a great basis for everything. Death Company would be brilliant as Possessed Marines (jump packs become wings of course if you bring them that way). And of course Raptors can all be Assault Marines. Honor Guard I would say probably would be best as just veterans, Chosen, give them all Talons/Lightning Claws and just call those power weapons. And Night Lords are infiltrations specialists after all, if you're not rocking Tac Squads you could simply use normal Night Lords models as scouts and just pretend - perhaps they use some kind of stealth armor that isn't as protective, etc. I think most of the Heavy Support choices can be taken as is if I remember correctly. Sanguinor can be a Daemon Prince, the Flesh Tearer guy (who'll make you rage more) can be one of the champions who believes in the Chaos Powers themselves (not like Zho Sahaal or Konrad who used Chaos as a tool) and thus his warriors are more butcherers than warriors.
It seems to me like you've already got things well in hand. Good luck! I'm really happy for all the Night Lord players who now have a chance to feel at home again.
"If you can wait til I get home, then I swear we can make this last."
Thanks for reply, I also though that Sanguinor, and perhaps even Mephiston can be Daemon Princes (alas, perhaps without Daemonic Stature) and should everything go right way, maybe you will see model/painting/bat rep progress at all. Right now I'm thinking how would Night Lords use their taloned Terminators - with Furious Charge of course - and how to justify presence of Sanguinary priests... or any option which gives Furious Charge, as, to be honest, I can live without FnP even if its nice stuff that fits well 10000 year old veterans whose bodies have been toughened no end.
If we're talking about justifying certain models/rules, these are my ideas so far:
-Combat Tactics & And They Shall Know no Fear: seemingly Night Lords were always sticking to their internal Legion hierarchy, even after the Heresy itself and even if divided, they formed groups basing not only on suming up the most prominent individuals but squads as they are as well, a bit like Alpha Legion; they seem clever and disciplined enough to perform organised withdrawal facing uneven odds... and seem to treat every enemy with enough contempt and disregard to never fully let their arrogance be replaced with Fear, which is their weapon; alas they could seemingly regroup no matter what circuimstances they're facing, even if only to prove themselves that their enemies are inferior
-Red Thirst: sometimes even best orginised Chaos forces, once having their enemy in sight, think nothing of disobeying any orders and throw themselves against any enemy, cheerfully reaping apart any foll enough to face them; even Zho Sahaal gave in to his murderous rage, with no pity or fear when hunting Glacier Rats, realising only mere second after carnage that the fear became no mere way to beat his enemies but his aim
-Descent of Angles: Lord of Night are know not only for careful planning, but for mellenia of experience, which makes their bold, awesome attacks sdeploying amidst their enemies more than twice as accurate as any loyalist jump pack users but the Blood Angels themselves, which is a preffered Tactic to stirke Fear into enemies' hearts and disorginise them
-Infernus Pistol: don't know how to exactly explain this stuff, but fits pre-heresy armoury
-Hand Flamers: I don't think I would include these - hardly any idea how to make them part of NL Armoury, even if they would be perfect fortification cleanse/fear-causing weapon
-Death Mask: another piece of stuff basing on morale and fear! With this one I'm pleased no end, terrific visage and NL's masks just can't be inadequate
-Fast Vehicles: raiders... nothing more to add
-Blood Talons: need just take a look at current Dreughnot and somehow call this... lash... whip... whatever... and there are few more nightlordish things than clawed and taloned Dread
-Magna-Grapples: this could be somehow justified, alas I think it won't appear in the army itself
More are coming, most of the list is complete, and yet I wonder how to explain Sanguinary Priests (not that FnP FC Raptors aren't fluffy... but why are those not their natural assets, why is it a single guy that turns them into combat monsters?) and I'm thinking whether to include Attack Bikes as aprt of Bike units.
-The Sanguine Sword: quite regular strengh-increasing power; propobaly rarely used but still sometimes used
-Wings of Sanguinius: propobaly not used at all; as seemingly Sorcerer is going to have Jump Pack; perhaps used by Sorceror Dreads
-Quickening: I don't think it would ever appear, they do not need to boost their speed or anything like that I don't know how
to explain it other way than the Sorcerer creating Warp Bubble where time passes quickly
-Unleash Rage: as above, rage is not their domain, Fear is
-Blood Boil: perhaps it could be used as filling enemy's mind with so much horror they simply score a blackout or even go completely insane, though I'd need to work out why better passed test makes chosen model die and poorly passed - any other
-Blood Lance: another not very special psychic strike power, even if quite powerful; will appear from time to time but rather as lance consisting of warp energy; warp lance
-Unnamed - Units within 6” get a 5+ cover save: when leak (and false) PDF appeared on Scribd I have been pleased no end with Living Darkness power, which, unfortunately does not exist and I believe this one will have to do
-Unnamed – One enemy squad has to take a Ld test to Move, Run, Shoot or Assault: not very powerful (not to say weak) power, alas very fluffy
More things coming. In Special Character and HQ section I'll try to provide information about modelling ideas as well.
Last edited by Dire; March 10th, 2010 at 11:30.