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I was wondering If anyone can give me some tips and things for starting a Night Lords army. I will probally be using quite a few raptors, 3-4 squads as the bulk of my army, is that a viable option? I know they are expensive, but i love the models, and the fluff. Any help at all regarding tactics will be much appreciated. Just a note: I also like to follow fluff when making an army list, (even if it wont win every game) So if anyone has any, or knows of any, Night Lord fluff around i would be very gratefull if you would share it.
"Why me?" Gideon begged, falling to his knees.
He looked pleadingly at the Haemonculi who regarded him with a twisted smile. As the door slammed shut, Gideon could hear Vect's laughter echoing off the walls of the corridor beyond, the Dark Lord's voice carried into the torture chamber:
Ok, just a few things I've heard-
-Raptors are good with Infiltrate, saves them from taking fire on their way in
-Furious Charge is good too, usually gives them first hits, which means less hits on your guys, which means less expensive losses
-Use and Infiltrate/Daemonic Speed Lord to keep an opponent tied until the Raptors can arrive and support said character in combat, having actually tried this, I must say, it's rather effective against most opponents (Grey Knights are one of the few who can actually make it risky CC-wise)
Things I've seen-
-Casualties hurt, badly - avoid them where possible (always)
-Careful plans must be laid, don't just throw fire around, assault very carefully, always think several steps ahead of where you are in the game.
-Meltaguns on Raptors = :yes:
Hope this helps.
"If you can wait til I get home, then I swear we can make this last."
To be honest, I'm not sure many people really know.
Basically.. for a raptor with infiltate/furious charge or MoCU what not, you're effectively paying over double a normal marine.
Yet when it comes to taking damage - it's exaclty like a normal marine.
It is worth it? Well.. if you know how to use the raptors, then definitely. But.. you have a steep steep learning curve ahead of you.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Ah, another Night Lord! An excellent army choice.
My fluffy Night Lord list has 2 squads of 10 Raptors with MoCU and move through cover in 1850 points and that feels like I'm pushing the cost-effective envelope. (That list also has a 6-man bike squad, a Fury squad, one HQ that I vary, a tankhunting autocannon squad and everything else in troops.) You might get away with three 6-Raptor squads but you'll be disappointed with their CC ability, which in turn is a waste of D.Visage and Hit&Run. Small bike squads are great for shooting but your CC Raptors need the body count.
At lower point levels (as in starting a new army), you will find Furies to be very good Raptor stand-ins. Using them will also help you build skills to keep your more expensive Raptors alive when you start playing them. You may find a 1500 list with 4 Fury squads to be surprisingly rewarding! I don't say this to knock Raptors--I love my little (converted) reptiles--but bear in mind that a Raptor can cost half again as much as a Grey Knight. Ouch. Furies are cheap enough that you won't lose a third of your army to one Basilisk template.
Do not use Furious Charge. It doesn't help keep you alive if your opponent is in cover and it's expensive. Your opponents will quickly learn to stay in cover and remove the close models during your Raptors' precharge shooting; that is why I use move through cover. Do not use Infiltrate unless your entire army is. (I do not recommend this.) If the enemy has lots of indirect fire then risk a deepstrike to kill it with meltaguns; otherwise, use Rhinos to screen your advance.
On Fluffy NL Tactics
The Night Lord theme on the tabletop is speed and terror. The terror bit means giving all your units D. Visage; that and speed (and Raptors and Furies and not many heavies) means your fluffy army will do best in CC. I strongly recommend the two plasma, eight-man Marine squad mounted in a Rhino. Night Lords NEED Rhinos, more so than any other Chaos Legion. They let your troops keep up with your speedy stuff and they help you dictate lines of sight. Your Raptors cannot afford to take attrition before they get the charge and Rhinos are ideal for this. A flamer squad with pistols and CCWs in a Rhino is also a good troop choice.
Of course, Rhinos die easily. Don't fight this with upgrades--extra armor and smoke are all you need and feel free to drop the armor if points get tight. If you can get two turns of mobility out of a troop Rhino then you're doing well. Do plan ahead--your troops will be footslogging after the Rhino dies, so make sure they get into position before it happens.
Always support your Fast attack. It's easy for them to get so far ahead that they die alone.
Use flamers. With Rhinos and Raptors you can get into position to maximize their use. Nothing compares to getting eight hits right before a Raptor charge. They also fit in with the 'terror' concept--watch your opponent's eyes when you get an entire squad under one template!
Do you see how Night Lords work together? First turn, you advance in smoked Rhinos covering your Raptors. Second turn, your Rhinos move into position and drop their squads (not always in that order) while Raptors (and now some Furies) get into position. Your troops begin unloading on the enemy, which wastes its firepower on your expendable troops. Third turn, you shoot them up again and the Raptors/Furies get the charge off...and it's on from there. That's generally how I play my fluffy army.
The stealth veteran skill is surprisingly powerful. It can do wonders for your survivability, not to mention turning that Rhino wreck into a bunker-equivalent. It is also very fluffy.
One downer: it is not fluffy for a Night Lord to take a Mark of Chaos. I do it anyway, but it's your call.
On Night Lord fluff
I assume you are familiar with the story of Conrad Kurze; if not, use the forum's search function. I think wikipedia has some good material, too. There is a book called "Lord of the Night", which I do not recommend as it is gorier than a teen slasher movie. It suggests that the Night Lords are divided into two factions, one of which is loyal to Kurze's beliefs and the other which has embraced Chaos Undivided. Beyond that, there is nothing official that I am aware of.
My own personal fluff is that a company of Night Lords rebuilt a warp portal from the Eye of Terror to the far side of the galaxy, selling portal access to other Legions and using neighboring worlds as experiments in creating a society that is morally capable of fighting the Imperium (in the belief that 'Right Makes Might'). Things inevitably get complicated... sort of like a 'Stargate SG-1' that's run by ruthless, superhuman vigilantes.
Go wild with your own fluff! Anything with a vigilante theme is fluffy with these guys.
Last edited by Intrepid; April 24th, 2007 at 06:43.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The problem with night lord is that Chaos Fast Attack Choices cost a lot. Bike cost much, raptors cost bigger since you need at least five. The only FA that is fair : Furies. So my suggestion as a NL loosing player who started his army with 2 raptors and 2 biker squads is this : Use furies. And also, make good use of standard Space marines.
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
I've been playing NL's for about 2 years now, and by far my fav 40k army I've played to date...Glad to see another in our ranks... I've tried alot of configurations and prolly posted half a dozen or so army lists on this forum alone... I typically play this army in tournies 1000-1500 pts. . My fast attack choices 90% of the time are raptors, I use my marines to do the dirty work and raptors to clean up.
My lessons learned
Bikes: situationally good, can be used as a highly mobile firing platform, usually too much of a point sink really good against armies that can't deal with T5, really bad against ones that can. I have had success with a lord on a bike , allows you to get support anywhere on the board with 2 turns.
Furies: i personally don't care for them, most would say they are very good cheep support units, I don't like the fact that they are a close combat unit with no power weapons.
Too much fast attack: Some of my first lists were VERY Fast attack heavy. I wanted to build a fluffy list but at the same time I was shooting myself in the foot because I severly lacked the numbers to deal with most armies. Deathwing style numbers with vanilla marine stats with a few special abilities just won't win.
Stealth adept: By far my fav reason to play NL's however remeber that you play to kill not to sit in cover and wait to die yourself. Use it as you advance or to secure a possition, I have not had luck using it in a "static shooty" manner. There are too many other armies that can out range and out gun you.