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===[[Night Lords]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:NightLords.jpg|100px|left|]] In the grim darkness of the far future, terror is the ultimate weapon. Thematically the Night Lords are the scary Marines, appearing from carefully planned ambushes to strike when their targets least expect and terrorizing their foes by skinning their victims and strapping them to their armour. Crunchwise the Night lords are a fairly flexible choice, with base leadership reduction and tools that seem oriented toward tactical advantage they have a lot of room to experiment with different strategies, if you don't rely solely on their capability to reduce enemy Ld you will find it quite rewarding to experiment with different gods buffs and choices to hunt down your enemy with the Ld reduction as nice added sting to his losses. As of Faith and Fury they have expanded their Tactical and debuff choices, they now reward bullying and breaking your opponent through coordinated strikes that are that much more harrowing to withstand due to their expanded Tactical and Combat stratagems, their heroes can also become surprisingly terrifying whether you tooled and used them to bully weaker units or torpedo them towards an essential lynchpin that will either stop buffing his army or get in an unexpectedly bloody scuffle with a model that simply shouldn't have that many attacks nor the ability to get into combat that easily. <div class="mw-collapsible-content"> *'''Legion Trait: ''Terror Tactics'':''' Enemy units must subtract one from their leadership for '''each''' unit with this trait within 6", up to a maximum of -3. Can be extremely powerful if you can get overlapping leadership penalties and then start causing deaths. GW themselves recommend three units of Night Lords, one with an icon of despair, at least one of which is a unit of Raptors, to provide a -5 hit to leadership before casualties even start getting counted, practically guaranteeing more models lost to failed morale checks. With the release of the Chaos Knights Index, you can take a Renegade Knight as your warlord, give it the Traitor’s Mark for even more Ld. reduction (-1 at 12”, -2 at 6”.) FUN! Too bad a generic Stratagem completely nullifies its effects, but on the plus side even -3 Ld will force your enemy to waste CP. (Off course you have to hunt down the occasional commisar if you want to pull this trick off. Blamming beat everything, from the skins of your friends on the armour of that space marine to the huge robotic killer coming to squeeze you) *'''Warlord Traits:''' **'''Night Haunter's Curse''': Once per battle round, you can re-roll one hit roll, wound roll, damage roll, Advance roll, charge roll, or saving roll made for your Warlord. Damn, that's a lot of possible rerolls. More importantly, that means you don't need to spend as many CP for said rerolls. **'''One Piece at a Time''': The warlord can charge in a turn that they fell back and any attacks made with melee weapons against the warlord are -1 to hit. Holy Christ that's good. **'''Murderous Reputation''': Unmodified hit rolls of 6 by the warlord inflict a mortal wound in addition to any other damage. Better than Flames of Spite? Not a chance. Flames of Spite can be modified to 4+ mortal wounds. If you want mortal wounds for shooting, go with Daemon Shells stratagem. **'''Killing Fury''': Add D3 attacks to the warlord in a turn that they charge, were charged, or heroically intervened until the end of the fight phase. Combo this with our Hit and Run stratagem for some really dirty fighting. **'''One With The Shadows''': when wholly on or in terrain, +1 to saving throw (not Invulnerable saves). In addition, whilst this model is wholly on or in terrain, +1 to invulnerable saves (max of 3+). Basically while in terrain you get +2 for cover bonus and +1 to invulns. Become one with the Sneak Force. **'''Dirty Fighter''': If there are more friendly models within 3″ of the warlord than enemy models, add 1 to wound rolls for the warlords melee weapons. Gang up on small units and RIP AND TEAR. Pack the high AP, cause RAW this still counts vehicles as 1 model unlike something like the Crimson Fists chapter tactic, which counts them as 5+ models, stack with VotLW to wound anything in the game on at least a 4. *'''Stratagems''': **'''In Midnight Clad (1CP)''': Use this stratagem whenever a {{W40kKeyword|NIGHT LORDS INFANTRY}} unit is targeted by a shooting attack. Until the end of the phase, all enemy units firing at this unit must subtract 1 from their to-hit rolls. As GW has noted, since this Stratagem is declared only after you're targeted, it's a clever way to turn the tables on units that like to use overcharged plasma weapons (e.g. Hellblasters). Alas, does not work on Daemon Princes, as they aren't infantry. **'''We Have Come For You! (1CP):''' At the start of the opponent's Movement Phase, one {{W40kKeyword|Night Lords}} unit that isn't a vehicle forbids any models within 1" from falling back (Unless they're a vehicle or Titanic, or with a minimum move characteristic). Pull this on some cowed guardsmen or fire warriors and rest assured with the knowledge that you have another turn to turn the rest of that unit into chunky salsa. Extra value against {{W40kKeyword|Fly}} units, as these tend to shoot the crap out of you after falling back, and "Hit & Run" assholes who rely on cycle-charging to always fight you first. Failing that, you are still in melee and thus can't be shot by everyone else, damn this thing is great! Better yet, as it doesn't specify Jump units either, use this to lock down '''ANY''' Tau battlesuit, from a coldstar commander all the way to a broadside, as they're all considered either infantry or monsters, and watch the fear form in real time. **'''Vox Scream (2CP):''' Use at the end of the movement phase, select an enemy model within 18″ of a {{W40kKeyword|Night Lords}} unit. until the start of your next movement phase, enemy units cannot be affected by the affected units aura abilities. For maximum fun use it to turn off a certain big blue smurfs numerous aura abilities and watch Girlyman's gunline crumble. **'''Prey on the Weak (1CP):''' Use in the shooting or fight phase, select a {{W40kKeyword|Night Lords}} unit. Until the end of that phase, when targeting a unit with a lower Ld characteristic than the selected unit, add 1 to hit rolls. While it's obviously intended for Raptors and other melee hitters, it can work wonders at range provided you play it right. Most units in the game (including vehicles) will normally tie you for Ld, so break the tie with a veritable pile of tools Chaos has. Both Terror Tactics and Icon of Despair are 6" auras and thus work at range (although just charging in generally accomplishes more than boltering shit). An Icon of Vengeance works as long as you don't misplace the champ (sadly Havocs can no longer take it). Chosen and Termies are inherently Ld9, so take the enemies on a tour to Plasma Town. The catch on this stratagem is fun and pretty much nonexistent. This is also a guaranteed +1 to hit in close combat for Daemon Princes with their LD10, great for pumping up DTTFE on your prince to a 5+. **'''Hit and Run (1CP):''' Use in charge phase, select a {{W40kKeyword|Night Lords}} unit, that unit can charge even if they fell back. So you get to fight them first and with +1A from Hateful Assault to boot. Once again, extra value for {{W40kKeyword|Fly}} units, who'll also get to shoot before getting stuck in again. Or you can simply hop that guardsman blob and pounce on the valuable thing they were screening - nobody told you have to fall back towards your table edge, right? **'''From the Night (1CP):''' Use at start of Charge phase, select one {{W40kKeyword|Night Lords}} infantry unit entirely on or in terrain, until the end of the turn, add 2 to charge rolls, and +1 to hit in Combat. Would've been handy if half the terrain types didn't impede charges... **'''Raptor Strike (1CP):''' Use in charge phase, select one {{W40kKeyword|Night Lords}} Jump pack unit that was set up as reinforcements this turn, roll 3D6 for that unit's charge roll. Makes that Host Raptorial charge all but a foregone conclusion. In fact, that's your pocket Host Raptorial on demand. ***Interestingly, this a copy paste of a Blood Angels strategem but a point less. Coincidence? I think not! **'''Flay Them Alive (1CP):''' Use in the Fight phase, when a unit is destroyed from a {{W40kKeyword|Night Lords}} unit. Until the end of the turn, when a morale test is taken for enemy units within 12″ of that unit, your opponent rolls and additional D6 and you can choose which to discard. *'''Relics:''' **'''Claws of the Black Hunt:''' Replaces a pair of lightning claws; with S+1, AP-3, and D3 damage on top of the bonuses inherent to double lightning claws, these combine the horde-shredding ability of LCs with the AP and damage of a Force Sword. **'''Vox Daemonicus:''' {{W40kKeyword|Infantry}} model only. Enemies within 6" of the bearer all reduce their auras '''down to 1"''' and blocks anyone from deep-striking within 12" of him. Though you might scoff at the aura-nerf, do remember: You're not fighting in a vacuum. If you have your warlord supported with some other guys, you could shut down a potential pain in the ass aura and leave your buddies to rip their buddies to bits. **'''Stormbolt Plate:''' {{W40kKeyword|Infantry}} model only, gain a 2+ save and always count as being in cover. Solo Jump Lords appreciate it. **'''Flayer:''' Power Sword model only. S+1, AP-3, D2. Each model destroyed by an attack with this weapon counts as 2 for morale. Makes even Primaris marines quiver in fear. **'''Talons of the Night Terror:''' Model with the {{W40kKeyword|Fly}} keyword only. S+1, AP-1, D1. When the model with this weapon fights, it gains D3 additional attacks or D6 if it charged or made a heroic intervention. Your horde-mulching Lightning Feet, only worth it when stacked with other charge shenanigans, albeit barely so. **'''Scourging Chains:''' Improve the AP of the bearers melee weapon's by 1. And -1 attack (to a minimum of 1) for enemy models within 1″ of the bearer. **'''Misery of the Meek:''' Once per battle: at the start of the Movement phase, the bearer regains D6 lost wounds and gains D3 extra attacks until the start of your next turn. *'''Tactics:''' Here are some tactics that work much better for Night Lords than in any other Legion. **'''Ave Dominus Nox:''' Relies on Night Lord legion leadership bomb. 2 squads raptors with special weapons, maybe a Contemptor with twin butcher cannon. See that lovely big squad of custodians, or their jetbikes...Just get your 2 raptors within 3" to be -5 leadership for them, that's before causing any wounds with the contemptor for another-1 leadership, and if you manage kill one with let's say, raptors melta gun, that's-7 leadership during morale, you don't even need get into close combat. Unless the opponent rolls a 2, or uses 2cp, it's a guaranteed fail. Even more painful with the Flayer relic and/or the Flay them Alive Stratagem. If you'd prefer to kill enemies outright, Prey on the Weak can help with that too. **'''Undivided Horror Cult:''' Tired of Night Lords always being characterised as Khornates? Time to make the ultimate fear list. Take at least a Night Lord HQ, a unit of Raptors with an Icon of Despair, and a Contemptor, Decimator, Leviathan, or Deredeo with a Butcher Cannon or two. ''This will result in a -3 to leadership at 6", -4 at 3" (icon), and -5 at 1" (Raptors), and an additional -2 for whatever you wounded with your Butcher Cannon(s). ***It is possible to further drop morale through some other means. The easiest option is likely Chaos Spawn, since each unit causes -1 LD. Another is a Chaos Lord with the Lord of Terror Trait, or allying in Haarken Worldclaimer. Other means include Hell Talons with Warp-pulse Bombs, Noxious Blightbringers (one possibly with the Dolorous Knell relic), Be'lakor, Samus, and/or a Nurgle Herald with the Entropic Knell for an additional -1 Leadership each. Malefic Lords with Creeping Terror can contribute a nice -1d3 Leadership, and if you are facing {{Template:W40kKeyword|IMPERIUM}} enemies, some Renegade Command Squads with Banners of the Apostate can toss in another -1. The recently added Vulgrar and his Nightmare Hulks are able to join in on this party too. ***Zhufor, Sloppity Bilepipers, the Ogryn Beast Handler's Hounds, and a few units of Furies are great additions to this, as they remove additional models when enemies fail their Morale tests, instead of piling on yet more, possibly redundant, Leadership penalties. An Aspect of Death Khorne Daemon Warlord can also help with this. ***Even Tzeentch can get on this! A Thousand Sons Sorcerer with Treason of Tzeentch combines beautifully with all this, and he can even bring some Mutaliths with him, just in case you need a bit more. ***If you really want to go big or go home, Zarakynel and ''Cacophonic Choir'' can help bring an average of 7 Mortal Wounds to units in the debuff zone; you can even give her Phantasmagoria to really grind the salt in. This all adds up to '''-14''' (16 with Zarakynel) Leadership, meaning everything within 6" will be Leadership 0. Maybe bring along a Slaaneshi Herald with the Forbidden Eye to shut down any bothersome auras? ***Renegade Knights can also get in on the action with their Traitor's Mark Relic, which hits everything within 12" with -1, and everything within 6" with -2. Tack it onto a Knight Atropus, which adds an additional -1! And if you want to be ''really mean'', take a Cerberus Heavy Destroyer and have fun auto-wounding every tank. [[Troll|(Average 50 wounds on everything with at least 8 wounds. See that tank, I don't either)]]. And while we're at it, let's just mention that the Chaos Warlord Titan also inflicts another -2, not that you'll be able to afford to run anything else alongside it. ****Arguably, Chaos has so many options for shredding Leadership, it's almost possible to over commit to the gimmick. Leadership scores can only be forced down to 1 at a minimum, which can result in a lot of wasted rules. Be sure to spread your army out so that you aren't having identical rules overlap each other! ****'''Alternative Opinion:''' It's a lot of work just to try and force casualties on the enemy when you could just try and destroy the units instead of relying upon morale shenanigans. To fully exploit this strategy also requires multiple detachments, which can create a cumbersome army. In the case of some armies, like Tau, there's a high chance your whole leadership bomb will simply be ignored by a lucky roll of 6. ** '''Raptorial alpha strike:''' This ones kind of self-explanatory really, take a host raptorial with one 5 man unit of warp talons and a 15 man unit of raptors and of course a chaos lord in a jump pack (any weapons are fine on this guy but don't go overboard he's not here for his damage output) give him the TIP OF THE CLAW warlord trait for +2 to the charges of your raptors and warp talons on the turn they come down, ideally your warp talons should deepstrike into cover so they can benefit from FROM THE NIGHT at 1CP for an additional +2 to charge for a [[cheese|5" re-rollable charge out of deepstrike with no overwatch permitted]], once your talons have made their charge just charge your raptors into the largest possible concentration of enemy units, then in the next movement phase play WE HAVE COME FOR YOU for 1cp and keep a massive portion of the enemy gunline pinned in combat. This entire combo only costs about 450pts and allows you to tarpit a vast amount of your opponents army for several turns as your other units move in for the kill. ** '''Key take away(s)''' You need leadership debuffs acting as a supplement, not an initial means to remove models/units. Focus on killing and destroying models with usual chaos heavy hitters (aka the majority of the elites section), then allow for poor morale to increase overall damage. Further, you must tread the fine line between overkill and maiming your enemy. If you kill units outright, there is nothing left to scare and your army is essentially playing without a legion tactic. Further, you need to plan around army wide leadership protections (Mob rule, commissars, ignoring morale tests, certain psychic powers, etc.). This means you usually need to find ways to kill certain characters, which can be hard without dedicated snipers. Few armies can combine fluff and crunch this well, however, this is not a beginners army. </div></div>
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