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===Night Lords=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Night Lords are about what you'd expect; fast, scary, and stealthy. <div class="mw-collapsible-content"> *'''Requirements''': No unique characters. No Chaos marks. Must take VotLW for free. *'''Benefits''': All units with VotLW gain Fear, Night Vision and Stealth. Raptors are Troops (Warp Talons are still in the same organization slot). Enemy locked in combat with you take Fear tests at -2 (-4 if you took the Raptor Talon formation, -5 if you took the Vox Daemonicus as well). DPs are allowed to roll all powers from their patron's table. *'''Warlord Traits''' **'''1 - One Piece at a Time...:''' Warlord has ''Hit & Run''. **'''2 - Murderous Reputation:''' Warlord and unit re-rolls 1's to wound in assault (applies for Icy Aura too). ''This trait is redundant for your Warlord if you're not using one of the weapon relics, but the ability to re-roll 1s can help his squad out in a pinch. Sp...those things end up hitting that much harder due to this for example.'' **'''3 - Fierce Hatred:''' Warlord has Hatred. ''You'll want to re-roll this versus Marines of course.'' **'''4 - One With The Shadows:''' Warlord has re-rollable cover saves. Pray you're not up against Tau. ''Alternatively, might be helpful against Marine shooting attacks, especially while Night Fighting is in effect.'' **'''5 - Dirty Fighters:''' Warlord and his units have HoW, which stacks with pre-existing HoW for re-rollable HoW wounds. This one is also rather nice, especially for a large Biker blob. **'''6 - Killing Fury:''' Warlord has the ''Rampage'' USR. Does your opponent use "big" models rather than large armies? If yes, re-roll this. Most of these traits are fairly solid, other than Fierce Hatred and occasionally Killing Fury, but they mostly affect the Warlord's unit in some way or another; two items are defensive (re-rollable cover, or Hit & Run), while re-rolling 1s to-wound or getting/buffing Hammer of Wrath means a meaner charge; you can't rely on getting H&R, but you can rely on this table working well if you want to run a larger escort for your Lord, be it a large Bike unit or of sp-OHGODNOBBLRBBBBBB!!! *'''Artifacts of the Night Lords''' **'''Scourging Chain''': You get Shred in melee. Very nice budget option if you didn't take Lightning Claws. Still, for just ten more points you could take the drastically better Curze's Orb. **'''Claws of Black Hunt''': A pair of Master-crafted, Strength +1, Rending Lightning Claws. Make an evil [[MURDERWINGS|Murderwings]]. **'''Curze's Orb''': Re-roll 1s to Run, To Hit and To Wound. You want this mostly for the re-rolls to-hit and wound; the most immediate choice would be to give this to a melee lord and have an easier time chopping the enemy up, but note that you can use this to re-roll 1s to-hit for '''any''' attack. If you're feeling cheeky and like the idea of using an Ectomancy Sorcerer to mow down small squads of infantry, this little item will give you that extra zap. Or if you're feeling even cheekier, give this to a character manning a Plasma Obliterator...generally though, this item loses to the relic below. **'''Stormbolt Plate''': Fleshmetal Hide that also grants the user +1 to Cover Saves; combine with the free Stealth from Veterans of the Long War, and this can give its user a 2+ Jink Save. A Daemon Prince of Tzeentch equipped with this effectively becomes immune to most shooting (though Hunter's Eye-boosted Grav squads still won't give a fuck, nor will Psychic Shriek), giving you one of the most prominent Distraction Carnifexes in the game. **'''Vox Daemonicus''': Enemies within 6β get -1 Ld, and they get -1 to Reserve rolls so long as the bearer is on the field. Always take this! **'''Talons of The Night Terror''': Each fight sub phase make additional D3 attacks (or D6 if it's a turn you charged) which are S user AP5, Shred. ''Although not necessarily the most optimal kit for a Daemon Prince, the Prince does have the highest base Strength and WS among generic HQ choices, as well as AP2. Hence he would be most likely to benefit. Consider using this with a Daemon Prince of Khorne, to gain the added bonus of Furious Charge for some shenanigans on the Charge.'' *'''Mission Objectives''' **11: ''Hunter, Prey'' - Score 1 VP ''(DING!)'' for slaying an enemy character in a challenge on your own turn. **12: ''Genocidal Tendencies'' - Did a unit made a successful charge during your turn? At the end of said turn, claim another VP. ''DING!'' **13: ''Strike As If From Nowhere'' - If your unit came on from Deep Strike Reserves or was in cover during your turn, and said unit killed an enemy unit, you get another 1 VP. **14: ''Murder On The Mind'' - Did you completely destroy an enemy unit during the Assault Phase of your own turn? ''DING!'' Victory Point. Oh wait, you wiped at least three enemy units? Here, have D3 VP's instead! **15: ''Excessive Force'' - You have two separate enemy units camping objectives. Take back what's yours! Destroy them both completely, and you get to claim D3 Victory Points at the end of that turn. **16: ''Bringers of Terror'' - Here's a fun little challenge. You get 1 VP if you force your opponent to take a Fear, Morale, or Pinning Test during your turn, and they fail it. Land that accomplishment three times in a turn, and that Hat Trick gets rewarded with D3 VP's instead. Make them fail six or more!? How about (D3)+3 VP's as a Jackpot? *'''Night Lords Tactics''' The Night Lords have reasonably powerful legion tactics, and having the Raptor Talon as one of their core formation means that they can quickly overwhelm almost any non-fearless unit if they can get the charge off. Remember to include a mixture of Warp Talons and Raptors before you charge the enemy with both, forcing them to test for Fear at -4. Against shooty armies (excluding Tau, whose markerlights can negate your cover), tie their units up in combat with Raptors charging after deep striking using the Raptor Talon, while letting any footslogging units rely on their enhanced cover saves to survive until they can get into close combat. Speaking of cover saves, the ability to force Night Fighting keeps your shooty/jinky elements alive during the initial turn of the game, and is your shitty "Plan B" against any Imperials who thought you were a One Trick Pony and easily countered by "ATSKNF". Cover is also an effective tool when faced with the likes of Tempestus Scions, who might try to drown your Murder Talon detatchment with AP3 Hot-Shot Lasgun fire. Just stick your Lord with Stormbolt plate in front of the squad and let him eat up all those scary low AP shots with his 3+ (possibly re-rollable) Cover save. You may also consider ground assault elements with Chaos Bikers, putting their enhanced Jink save to good use; just don't pretend to be a Ravenwing, they are still better than you in every way. Keep said biker tactics in mind if you opt to build a Chaos Warband instead/alongside of a Raptor Talon. As far as Auxiliary choices when fashioning your Murder Talon, the Heldrake Terror Pack is too good to pass up. Your Heldrakes become a nexus for panic, causing enemy units within range to suffer a Leadership penalty. Pretty useful when you factor in all the Fear your Marines cause. The other reason to take the Heldrakes? they offer airborne infantry removal via Baleflamers, or you can keep the Hades Autocannons to help pop light armor. Although you may think that going up against Space Marines is an auto lose cause of the whole "ATSKNF" thingy, ''Veteran's of the Long War'' more than makes up for it with re-rolling 4's to hit on the first round which is statistically better than hitting on 3's (And being hit back on 5's? With powerfists?). In addition, a DP of Tzeentch wearing the Stormbolt Plate with wings is absolutely disgusting to use, and telling your opponent that you have an FMC with a 2+ re-rollable armour save and a 2+ re-rollable ''Jink'' will make him/her want to reach across the table and throttle you. Just keep in mind that you have to avoid dreadnoughts and S10 in combat if you do take him, and if he's your Warlord (and why wouldn't he be?) Pray to all four chaos gods that you get ''Hit & Run'' as the WL trait. Outside of this cheesemonster, however, your legion as a mostly melee CSM force has precious little else to back you up, compared to guys who [[Black_Legion|run a better Raptor Talon than you]], [[Emperor's_Children|have army-wide 4+ FNP]] or [[Death_Guard|just refuse to die outright]]. When selecting relics and other wargear, and what you want to aim for when rolling Warlord Traits, take heed of the redundancy in the kit afforded to you. There are lots of tools to make your characters overwhelmingly lethal in close combat. If that isn't a concern, however, consider bringing the Vox Daemonicus to disrupt/slow enemy reserves. The Stormbolt Plate is also a good survival tool to disrupt the success of enemy shooting. </div> </div>
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