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  Topic Review (Newest First)
03-29-08 08:39 PM
pyroanarchist I really like the list. If you want just a touch more anti tank you could add a couple combi melta's to the termies, or melta bombs here and there. I think theme wise the Oblits fit great, and don't underestimate that blast master.

Personally, I miss my Bloodthirster so I had a huge issue with the generic Greater Daemon. However, after using him a couple times, he's more than worth his point cost. Especially coming in from a raptor squad, assaulting right when he comes in. He will rip through tanks and troops without issues. Usually my GD does twice his points cost in damage to the enemy before going down. I've even seen one stand toe to toe with a Carnifex kitted out to almost 200 pts and bring it down to 1 wound before dropping.

I think worse case scenario this army will be a lot of fun to play and to play against. It will test peoples tactics to an extreme. Most people aren't ready for a solid infantry army, especially not one as fast or manueverable as this one. Good luck.

*Sorry, just realized this was a pretty old list that happened to be commented on yesterday. Maybe you could let us know how it worked out for ya Culler.
03-29-08 02:33 AM
killmaimburn I think it looks good. I myself have a night lords list. However, I just don't see any of the cult choices (plague marines, noise marines, thousand sons, and khorne berzerkers) as "fluffy" in a night lords list. To counteract this, I gave Icons of Khorne to my chaos space marines. Either way, nice list. If you want to check my list out its under the thread "2000pt Night Lords [Friendly]".
01-17-08 06:48 AM
Culler Killed the lesser daemons, at second glance they really didn't seem worth it. Used their points to add another noise marine, kitted out the raptors with meltaguns, and added a champion with a powerfist to my CSM squad.

How's it look now?
01-15-08 02:38 AM
CATzeentch But the greater gaemon is great fun, especially with 6 attacks on the charge at weapon skill 8! And imo, get rid of the daemons and put meltas in your raptor squads and give the csm squad a champion with a powerfist
01-14-08 02:47 PM
The Son of Horus Better to handle your anti-tank issues with meltaguns, from a thematic point, at any rate. Night Lords really don't do tanks themselves...

The Greater Daemon is, despite being rather bland, quite effective. At 100 points, it's a steal... you might as well bring it along.
01-14-08 12:21 PM
SPYDeR13 Yes another Night Lord player. Welcome to the dark side.

I Agree with Imperial Dragon, lose the greater daemon and add some more Oblits or even a Pred. As the list is now you're army lacks anti-tank punch.

But other than that nice list.
01-14-08 10:44 AM
Imperial Dragon well how about sropping the greater i don't find them very good since they can't have wings, and maybe bump the raptors squads add lighting claws and whatever you have left use them to field more lesser daemons, or maybe try and fit in a another oblit.
01-14-08 04:20 AM
Culler
Night Lords Chaos 1500 list

Looking through the codex, the distinct style of the Night Lords crossed my eye (minus the batwing helmets, of course). I like the idea of their tactics as well, so the best way to implement the 'boo!' strategy was to use deep strike, which CSM have some cool rules for. The basic plan is to provide cover fire/support with the troop choices while generally charging the raptors into the fray (using cover if able). The terminators and demons will summon within 6" of whichever raptors are better situated (which is why one of the champions of the raptors isn't upgraded further.) The obliterators are purely there for some long range anti-tank support.



HQ:
Chaos Sorcerer 150
wings + mark of Slaanesh + lash of submission + melta bombs
Accompanying the raptors. Using a ridiculously fun power.


Elites:
Terminator squad: 215
2 w/power weapon and twin-linked bolter + 1 w/heavy flamer and power weapon + 2 w/chain fist and twin-linked bolter + icon of Khorne 30
Elite melee infantry to help the raptors with tough targets that also pack a strong close range punch that they can use on the turn they arrive as well as the next turn, and still assault after.


Troops:
Noise marines: 185
5 models w/sonic blasters + 1 w/blastmaster
I'm worried that these guys may be too pricey, but each marine can lay down a hail of gunfire while still and on the move they've still got storm bolters effectively.

Chaos space marine squad: 225
10 models + icon of chaos glory + heavy bolter + plasma gun + champion upgrade with power fist
Your basic anti-infantry chaos marine squad.


Fast Attack:
Raptors: 225
8 models + aspiring champion upgrade + icon of Khorne+ meltagun x2
This squad meant to have the champion turn into the greater daemon. This will also be the squad traveling with the sorcerer.


Raptors: 250
8 models + aspiring champion upgrade with power fist + icon of Khorne + meltagun x2
This squad meant to spawn the greater daemon if the other raptors get wiped out and provide a second point of entry for deep striking troops.


Heavy Support:
Obliterator: 75

Obliterator: 75
To kill tanks from range. I like having 2 obliterators rather than a 5-man havoc squad because I can separate them to get more battlefield coverage. I'm worried that I may not have enough ranged anti-tank though. Essentially I've only got 2 shots at str 9. I wish these were broadsides


Summoned Daemons:
Summoned greater daemon: 100
Mostly for fun factor. I'm interested in hearing about people's performance with them though. I am sacrificing power fists or lightning claws on my raptor champions so I can field it.

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