Nightbringer is my C'Tan of choice in 5th Ed. With the powers of the Deceiver getting weaker thanks to the FAQ rulings and and the general trend towards Fearlessness that has occurred since 3rd, the NB has simply become more powerful. This is especially true now that he can run and because of the way combat resolution is caluclated in this edition.
With regard his abilities:
I don't know why, but it's been my experience that his half-range LasCannon never hits, despite his BS. Personally, I think it's one of those karmic rolls that simply doesn't want to work for me, ever. (I have the same issue in my Daemon army with Horrors and Bolt of Tzeentch.) There's really not much more to be said, save for the fact that he's got a comparatively high vantage point, so cover saves are difficult to get from this shot.
Etheric Tempest: Love this when I can use it. It gets the random worthless crap out of the way (such as Gaunts. And Orks.
) For awhile, I had mistakenly come up with a strategy of fielding 9 TS's and the Nightbringer, and then having them each make a Scarab base, then using him to drop kick them forward.
Then I reread the codex and found out that was illegal. Oh well.
The blast template: Not quite as powerful as one might think. Good against big swarms of random junk (like 20 marines - no, I don't know how you managed to get 3/4ths of their army on him at the same time) or anything T3. The lack of armor saves from it is nice, but the strength is kinda lackluster. Against T4 models, you literally have to get 8-10 under it before it becomes an even bet with standard attacks. Generally, I don't use this unless it's clearing garbage away from him. (Such as Gaunts with a S upgrade.)
As with both C'tan, he's invulnerable to standard infantry. Most guns in this game cannot hurt him, and most of the other ones have a poor chance of doing so. Things like Hellfire rounds are an extreme annoyance.
That said, with one exception, he can defeat any single model in close combat. Bloodthirster? Technically better at melee, but NB gets Saves and BT does not.
SmurfCharacter01? ...that's kind of amusing, would you please clean that cloud of red vapor off the battlefield? Two melee 'fexes at once? (Ok, you're pushing it here, that's a buttload of high strength attacks...still though.
) The one exception? Skulltaker. Instant Death Rending on a 4+, with the number of attacks and initiative to back it up. You still get the invuln save against those, but if you fail even one... (That said, if the NB lives through that, he WILL turn Skulltaker into a pile of goo in a single combat round.)
There's also the fear factor. Much in the same way as the Monolith, the C'tan strike most opponents as an "Oh, crap." model, and will react to his presence on the board. (Generally, the reaction is "I don't want that thing anywhere near me.") This means you can herd them, make them react to you, or at the least, devote firepower to something they should really be ignoring.
My NB shows up most often in my Wraithwing list. (It's a list meant for fun only, it lacks the mobility of firepower to actually be competitive in 5th.)
1 Necron Lord, DBody, Warscythe, Phase Shifter, Res Orb
3x Wraith
3x Wraith
3x Wraith
7x Immortals
10x Warriors
10x Warriors
1x Nightbringer
Done.
Generally speaking, this army works as a pincer attack. The Lord and his Wraiths take one flank of the board, and the Nightbringer takes the other, and both move forward and force the enemy to the center line, where the guns of the immortals and warriors are waiting. If they don't move? They get smashed on either side by two very serious CC units.
It is unfortunate the general 4th Ed strategy for using Nightbrigner no longer works. Previously, NB's best counterpart unit was Scarab Swarms. They were lightning fast and a decent sized unit of swarms could tarpit another unit for the whole game. They'd hold down a unit until the Nightbringer showed up to obliterate the target. (Even given the Scarab swarms' weaknesses and the resulting CC resolution mods, the Nightbringer (with his MC mod) + Swarms simply outnumbered the opposing unit so heavily that it just didn't matter how much they really lost by, "losing" combat did nothing to them.) However, given the Scarab's penchant towards exploding in 5th, and the combat resolution rules, this doesn't work quite as well as it used to.
With regard his abilities:
I don't know why, but it's been my experience that his half-range LasCannon never hits, despite his BS. Personally, I think it's one of those karmic rolls that simply doesn't want to work for me, ever. (I have the same issue in my Daemon army with Horrors and Bolt of Tzeentch.) There's really not much more to be said, save for the fact that he's got a comparatively high vantage point, so cover saves are difficult to get from this shot.
Etheric Tempest: Love this when I can use it. It gets the random worthless crap out of the way (such as Gaunts. And Orks.
Then I reread the codex and found out that was illegal. Oh well.
The blast template: Not quite as powerful as one might think. Good against big swarms of random junk (like 20 marines - no, I don't know how you managed to get 3/4ths of their army on him at the same time) or anything T3. The lack of armor saves from it is nice, but the strength is kinda lackluster. Against T4 models, you literally have to get 8-10 under it before it becomes an even bet with standard attacks. Generally, I don't use this unless it's clearing garbage away from him. (Such as Gaunts with a S upgrade.)
As with both C'tan, he's invulnerable to standard infantry. Most guns in this game cannot hurt him, and most of the other ones have a poor chance of doing so. Things like Hellfire rounds are an extreme annoyance.
That said, with one exception, he can defeat any single model in close combat. Bloodthirster? Technically better at melee, but NB gets Saves and BT does not.
There's also the fear factor. Much in the same way as the Monolith, the C'tan strike most opponents as an "Oh, crap." model, and will react to his presence on the board. (Generally, the reaction is "I don't want that thing anywhere near me.") This means you can herd them, make them react to you, or at the least, devote firepower to something they should really be ignoring.
My NB shows up most often in my Wraithwing list. (It's a list meant for fun only, it lacks the mobility of firepower to actually be competitive in 5th.)
1 Necron Lord, DBody, Warscythe, Phase Shifter, Res Orb
3x Wraith
3x Wraith
3x Wraith
7x Immortals
10x Warriors
10x Warriors
1x Nightbringer
Done.
Generally speaking, this army works as a pincer attack. The Lord and his Wraiths take one flank of the board, and the Nightbringer takes the other, and both move forward and force the enemy to the center line, where the guns of the immortals and warriors are waiting. If they don't move? They get smashed on either side by two very serious CC units.
It is unfortunate the general 4th Ed strategy for using Nightbrigner no longer works. Previously, NB's best counterpart unit was Scarab Swarms. They were lightning fast and a decent sized unit of swarms could tarpit another unit for the whole game. They'd hold down a unit until the Nightbringer showed up to obliterate the target. (Even given the Scarab swarms' weaknesses and the resulting CC resolution mods, the Nightbringer (with his MC mod) + Swarms simply outnumbered the opposing unit so heavily that it just didn't matter how much they really lost by, "losing" combat did nothing to them.) However, given the Scarab's penchant towards exploding in 5th, and the combat resolution rules, this doesn't work quite as well as it used to.