A cheap way to get prey sight on your tacticals is to buy an apothecarion detachment of multiple apothecaries, give the apothecarion detachment preysight, then sprinkle the apothecaries across your units. Only 1 model in the unit needs night vision to ignore penalties for night fighting and shrouded damage mitigation.
Night Lords are absolutely strong this edition. We are massively stronger this edition than last. TfM triggering in shooting and affecting vehicles has expanded what is viable in our army by so much this edition compared to last. Night fighting buff was one thing, but Night vision always ignoring shroud invalidates alot of defensive power in this game. And while we do have to dip into generic legion options to deal with terminators amd dreads our options there are plentiful. Our plasma is significantly better vs dreads than other legions, volkite generally wounding on 2s really pushes the effectiveness of its mass fire, we interact very efficiently with pinning due to Night fighting and fear. Our vehicle squadrons gdt to bring options nornally meant for infantry and actually glance otger vehicles to death in a turn once triggering TfM. Not to mention infiltrate and the skirmisb sub type. We are incentizied to run units that can infiltrate like recons and scouts and seekers, which all have skirmish allowing for 4+ cover saves in ruins and 5+s for intervening models. Raptors and terror squads also get skirmish which stacked with the apothecaries i tend to spam in NL to bump up model counts in units makes alot of our i fa try surprising hard to shift while bringing to bear breaching kraken bolters, massed volkite, pinning rotor guns and nemesis bolters (also these menacing characters) or scouts witg melta bombs staying safe and threatening any dreads, vehicles and automata with a points trade they really really dont want to risk. (Draws fire to a cheap expendable unit in early turns) Not to mention telepaths are stupid good and absolutely turn our legion on in a disgusting way. TfM also interacts with profiles outside str 5 volkite and str 7 plasma well. Missle and flamer profiles get real good with the boost, functionally it: pushes krak missles to str 9, flaks to str 8 (so they actually pen fliers), amd frags to str 5 (another pinning tool) maki g HSS missle launchers shockingly efficient, multi meltas become unacceptably efficient at penetrating vehicles and wounding dreads. Tge heavier volkite optio s begin glancing vehicles (specially lighter transports) to death in singular turns with fantastic range. I could write a thesis on allctge little interactions that make me adore NL but no one wants to read that XD
I cant pin this (or I dont know how) but I would if I could, brilliant in depth break down mate! That extra member in the form of apoth or techie gives so many more little boosts as youd said, id never event thought but... ye so so big vs vehicles, especially cos you can help preserve the size of the squad at 11 by nightfighting!
@@BearfootMiniatures Thanks! You were pretty on the money with most things which is different from alot of heresy youtubers when it comes to NL. I played NL back in 1.0 when they were bad, then crusade came out and they become good but hard to play (very rewarding) and now they are just great imo. Exploiting and using movement mechnaics and taking advantage of things like pinning, concussive, weapons that create difficult/dangerous terrain. The army is great but requires us to know all the little imteractions to actually get the most out! Its a hard army to play but super fun!
Curze Slaughters dreadnoughts as he auto outnumbers them and wounds them on 4s (Same as his murderous strike value) and gets 10 attacks vs them the turn he charges.
Really love the piranha shoal playstyle the Night Lords rules set up. Have an entire army of White Scars to set up and paint first, but for now this is looking like a clear first choice for a heretic army. Just love the concept of piling on quality dice and debuffs and ripping enemy units to shreds. In the night. Very metal. Loving these reviews, btw - keep em up!
Sounds a good plan youve got there really, though id say tuna are potentially much more dangerous than pirahna (just a thought going forwards haha) And really gad you enjoyed it thanks a lot!
Other Legions: Well coordinated battle plan, well balanced force. Night Lords: I will massacre your soft, supple, 3+ armour line troops and watch you lose the game as i kite your deathstar and completely negate your firepower.
Don't forget, night vision ignores the range reduction of shroud bombs (under shroud bombs not night vision), allowing units to have an easier time picking off enemy recon and scout marines.
For better part of valour, I think you passed over the regroup portion of the reaction. When a unit regroups, it gets to move its initiative. This constitutes a double move, where you move during fall back, then move during regroup. If you overshoot your fallback, you can use the regroup to come just back within 12". If you undershoot, you can regroup to gain even more distance. (Edit) After comments provided by Jack below, this is incorrect. You don't get the double move. I keep this comment here for anyone else who had the same interpretation as I did
Rules as written it says 'if the unit passes the test (in the regrouping rules)'. In the advanced reaction you don't do a test therefore I don't think you could do this initiative move, as fun as this would be.
@@jackwhorton6826 An interesting perspective. Unfortunately, one I agree with when rereading the rules xD. Dang not as strong as I thought, but still very powerful.
@@knightsolaire3781 I know, it would be amazing if it did work.. as the adv reaction is a bit hit and miss as it is. With the 2d6 roll and having to fall back towards your table edge which can of course be towards the charging unit….
For Konrad, I think you didn't stress well enough of how he is the only method to give non legion specifics non independent characters Bloody Murder. On top of that I don't think you pointed out how good being I 7 is. Since movement reactions scale off highest initiative in a unit, this makes him and his squad extremely difficult to catch, even by other primarchs. You also passed over how with ATFM and shred his attacks are perfectly suited to always have instant death vs dnoughts and wound 75% of the time. I also think you should have noted the importance of keeping him out of challenges, as he can get up to 10 attacks which can absolutely mulch through an enemy commander's entourage faster than most other primarchs can reciprocate. I also think you should have mentioned how his spell + t6 makes his fnp more resilient than others. For example world breaker is only s 10, so konrad can fnp it. T hammers and contemptor brutal melee weapons also will allow his fnp, making him an exceptionally good anti elite killer in melee, in an army that sorely lacks it. I also think you should have noted that there is no rule (that I've found anyways) precluding hin from having a retinue with jump packs, meaning when he runs they can move 16 and he can move 20. Due to math and angles this can allow him to get full value of his mantle.
Notice a lot of stuff in this review that is just incorrect. He mentions that you would score Atfm with bikes, but bikes do not have the bulky rule and would only count as 1 model. Terror assault makes terror troops and night raptors troops, yes , but it does not give them the line subtype. You will still need tacticals to score unless your game plan is just to try and table your opponent?
Got the bikes one wrong 100% On the terror troops/night raptors I didn’t say they had line though just that you didn’t have to take tactical squads I definitely think taking line is needed in places but having certain squads as troops (not line) is similar across lots of traitor legions it just requires that line in different places Recon squads and in smaller numbers could very easily fill the role especially with their shroud bombs stacking with the night fight effects!
Konrad is much better at fighting primarchs than he seems. Only a handful of primarchs actually have meaningful brutal weapons (and they sit at the absolute top of the list). Konrad has generally more favorable melee stats than any of those who don't, due to having quite a few more attacks than anyone else and being able to fairly easily get to wounding other primarchs on a 3 with shred. He also goes before almost all the other primarchs, which is a huge deal. That being said, his value in primarch fights is actually probably outside the duel - he absolutely massacres bodyguard squads. If you can eat another primarch's challenge with some random patsy (which is extremely appropriate regardless), Konrad can almost single-handedly remove the entire enemy bodyguard unit, letting the rest of your unit thunder hammer his brother to death.
I would not recommend a heavy support squad to deal with 2+ armour saves. You only have one heavy support squad in t assault. Take a Leviathan talon, so you can have multiple independent actors with one slot if you have the points and durability. If you want ranged ap 2, take a javelin speeder squadron with lascannons and a multi melta. You'll get 9 instant death shots that pierce ap 2. Konrad buffs them since they're cavalry. They can outflank, so you get another source of pin checks and synergize with your master of signals. A squad of 3 will be 12 effective wounds at t6, making them far more durable then heavy supps. They'll also be relentless for moving and firing. You may not get atfm with them, but you'll be wounding elites on 2's regardless, and a group of 3 will get atfm vs dnoughts.
Really good points here! Thanks for adding them definitely (I can’t pin them to the top but I would if I could!) I do think las squads are competative enough to be considered here, but can’t really argue with the other options you’ve presented!
With all due respect, I believe heavy support squads are a mathematically provable poor choice. I would ask you to consider the dual Gravis lascannon Castra Ferrum Dreadnought (who Konrad also buffs). The dreadnought will run you 165 points. A 5 man lascannon squad with a sergeant with artificer armour will cost you 160. For that 5 point difference and a 6" move, you gain artificer armour on 4 wounds, relentless, fearless, bs 5 (mathematically this means the Dread will generate the same amount of hits with 2 gravis lascannons as a 5 man heavy supp squad will), you don't lose shots when you lose wounds until you lose all 5, the talon rule (heavily taking the stress off your elites slot in terror assault), t6, and a 5++. I consider that undeniable proof that the heavy supp squad is a sub part unit for taking out elites.
For talent for murder, I think you missed some key points with the interaction of independent characters. For example, you can have 2 full units of rapier carriers (18 models each due to bulky (3), and bump them up to 21 as needed, by having a terminator libby and master of signal hop between the units (I dub this the Night Lords Shuffle). Give the libby telekinesis, and now you have 2 units that can outnumber squadrons of 2 vehicles or 20 man tactical blobs that are bs 5 as needed and have a 4++.
@@jackwhorton6826 I did decide to trash the telekenesis librarian idea though. As hilarious as it would have been, he doesn't provide enough bang for points to the unit. Telepathy to turn off heavy supp reactions is better imo. I would throw an apothecary into your laser destroyers for the fnp and +1 model count. I would also support these units with long ranged castra ferrum fire power.
Thanks for the overview :) Was quite curious to hear your opinions on the Legion Weapons and Terminators, cuz it seems like they just aren't very good but it's nice to have some confirmation. If I had to point out one major weakness it seems like NL have a lot of difficulty dealing with other Legion Terminators, which I'm not quite sure how to deal with in practice. Maybe running Terror Assault on a primary detachment with an allied detachment of Death Guard running The Reaping, which I think is legal, might give the Heavy fire support necessary to do the trick. Neutron Lasers on Sabers might also work since they get Concussive to reduce WS on infantry and Shock to deal with armor. Concussive would reduce most WS5 Termies to WS2, which makes them a lot easier to deal with. Curze giving Bloody Murder to squads lets you take a Techmarine or Apothecary with Terror or Raptor squads, and it also stacks with Spite of the Legion on Despoilers. Hit and Run can also give Curze an edge in Primarch battles by almost guaranteeing, especially with the advanced reaction, that he gets the charge. His psychic power is borderline useless though, since it doesn't help with ID and 1 extra attack is not much help against the possibility of losing D# wounds. If they'd made it +1 WS like on Sev... well that might have been a bit broken so I dunno...
hard to disagree with anything youve said there mate! got it pretty spot on there I think: been thinking along the lines of a support squad with melta maybe to double out a bunch of termies maybe aswell, or even a squad of termies with combi melta and fists/TH to come in nuke a squad and then have the combat potential to trade on another squad
@@BearfootMiniatures Quite good ideas. If I may make a suggestion, if you are still doing these overviews, you might want to take a look at the Ultramarines. I know the stench of Ward still clings to them but their 2.0 30k rules are actually very interesting. They are a bit like a Loyalist (?) Alpha Legion this edition, and they are much more internally well balanced than they used to be.
@@DeusExMachina10001 yeah, they have that special rule that prevents them from being doubled out on certain weapons but they definitely need improving.
Hi there, thanks a lot for this deep dive on night lords, super helpful as I'm only 4 games completed in. I bought 10 Raptors and I find them pretty bad actually, you said they can deep strike but they can't? I may have missed something so please do not hesitate to explain. Thanks a lot !
Hey mate: they get deep strike natural by having a jump pack! And although interceptor happens, if it’s night, they’re causing fear etc you can stack a ton of pinning tests on the enemy
@@BearfootMiniatures I had missed the rule that jump packs gives deep strike (page 145), thank you for answering and letting me know. Will watch your other videos very soon
I really like to take Sevetar in Pride of the Legion rather than Terror assault. He can take a bodyguard of Contekar too, which he mitigates their AP2 problems as well. Stick them in a landraider with master of signals and deep strike all your other terminators in
Or do what I like and bring Sevatar with a warmonger painted as Alastor Rushal and five nullificators armed with disintegrators to reenact what he did to the kyroptera.
Good job on the review. Only thing I think was slightly wrong... You suggested that you could buy a shoot dread Prey sight, I don't think you can it's only for infantry. However curze does give it to dreads for free.
@@BearfootMiniatures I know, it's a massive pain in the arse, they've also lost the +1 toughness as well which makes them even less viable. Would have thought it would be something that GW would fix in the FAQ but they didn't. The terror rite is still good. Its just weird that it doesn't give line to terror squads, but then again we are a heretic army and almost none of their rites give line to special units. And I 100% agree on the cost of the panoply, a chain blade should be 5pts or a free swap and a glaive should be 5-10pts but no upgrade required.
Thanks mate, and thanks for watching! Ill attempt to correct the pronunciation but sadly were now 8-9 years into me playing heresy so cant promise itll overwrite the damage haha
A cheap way to get prey sight on your tacticals is to buy an apothecarion detachment of multiple apothecaries, give the apothecarion detachment preysight, then sprinkle the apothecaries across your units. Only 1 model in the unit needs night vision to ignore penalties for night fighting and shrouded damage mitigation.
I figured this out with Techmarine covenants the other day when I was writing an Armoured Spearhead NL list. Crazy value if you aren't running Konrad
Of course, that also allows your opponent's snipers to get a 2 for 1 when they take your apothecary out and the unit loses all its fun special rules.
Yeah Konrad really is just the true answer xD@@IVIaskerade
Night Lords are absolutely strong this edition. We are massively stronger this edition than last. TfM triggering in shooting and affecting vehicles has expanded what is viable in our army by so much this edition compared to last.
Night fighting buff was one thing, but Night vision always ignoring shroud invalidates alot of defensive power in this game. And while we do have to dip into generic legion options to deal with terminators amd dreads our options there are plentiful. Our plasma is significantly better vs dreads than other legions, volkite generally wounding on 2s really pushes the effectiveness of its mass fire, we interact very efficiently with pinning due to Night fighting and fear.
Our vehicle squadrons gdt to bring options nornally meant for infantry and actually glance otger vehicles to death in a turn once triggering TfM.
Not to mention infiltrate and the skirmisb sub type. We are incentizied to run units that can infiltrate like recons and scouts and seekers, which all have skirmish allowing for 4+ cover saves in ruins and 5+s for intervening models. Raptors and terror squads also get skirmish which stacked with the apothecaries i tend to spam in NL to bump up model counts in units makes alot of our i fa try surprising hard to shift while bringing to bear breaching kraken bolters, massed volkite, pinning rotor guns and nemesis bolters (also these menacing characters) or scouts witg melta bombs staying safe and threatening any dreads, vehicles and automata with a points trade they really really dont want to risk. (Draws fire to a cheap expendable unit in early turns)
Not to mention telepaths are stupid good and absolutely turn our legion on in a disgusting way.
TfM also interacts with profiles outside str 5 volkite and str 7 plasma well. Missle and flamer profiles get real good with the boost, functionally it: pushes krak missles to str 9, flaks to str 8 (so they actually pen fliers), amd frags to str 5 (another pinning tool) maki g HSS missle launchers shockingly efficient, multi meltas become unacceptably efficient at penetrating vehicles and wounding dreads. Tge heavier volkite optio s begin glancing vehicles (specially lighter transports) to death in singular turns with fantastic range.
I could write a thesis on allctge little interactions that make me adore NL but no one wants to read that XD
I cant pin this (or I dont know how) but I would if I could, brilliant in depth break down mate!
That extra member in the form of apoth or techie gives so many more little boosts as youd said, id never event thought but... ye so so big vs vehicles, especially cos you can help preserve the size of the squad at 11 by nightfighting!
@@BearfootMiniatures Thanks! You were pretty on the money with most things which is different from alot of heresy youtubers when it comes to NL. I played NL back in 1.0 when they were bad, then crusade came out and they become good but hard to play (very rewarding) and now they are just great imo. Exploiting and using movement mechnaics and taking advantage of things like pinning, concussive, weapons that create difficult/dangerous terrain. The army is great but requires us to know all the little imteractions to actually get the most out! Its a hard army to play but super fun!
Nonono, write that essay. I'd read it many times over.
Curze Slaughters dreadnoughts as he auto outnumbers them and wounds them on 4s (Same as his murderous strike value) and gets 10 attacks vs them the turn he charges.
@@KaosKittyStudiosI would definitely DL it
Really love the piranha shoal playstyle the Night Lords rules set up. Have an entire army of White Scars to set up and paint first, but for now this is looking like a clear first choice for a heretic army. Just love the concept of piling on quality dice and debuffs and ripping enemy units to shreds. In the night. Very metal. Loving these reviews, btw - keep em up!
Sounds a good plan youve got there really, though id say tuna are potentially much more dangerous than pirahna (just a thought going forwards haha)
And really gad you enjoyed it thanks a lot!
Other Legions: Well coordinated battle plan, well balanced force.
Night Lords: I will massacre your soft, supple, 3+ armour line troops and watch you lose the game as i kite your deathstar and completely negate your firepower.
Just getting started with HH and decided to go with NL, really helpful video
Thanks mate! Glad you found it helpful! Let me know how you get on!
Good break down, thank you for making this. Ave Dominus Nox!
Glad you enjoyed it mate, and gald I could do it well tbh! THanks for watching!
Don't forget, night vision ignores the range reduction of shroud bombs (under shroud bombs not night vision), allowing units to have an easier time picking off enemy recon and scout marines.
For better part of valour, I think you passed over the regroup portion of the reaction. When a unit regroups, it gets to move its initiative. This constitutes a double move, where you move during fall back, then move during regroup. If you overshoot your fallback, you can use the regroup to come just back within 12". If you undershoot, you can regroup to gain even more distance. (Edit) After comments provided by Jack below, this is incorrect. You don't get the double move. I keep this comment here for anyone else who had the same interpretation as I did
Rules as written it says 'if the unit passes the test (in the regrouping rules)'. In the advanced reaction you don't do a test therefore I don't think you could do this initiative move, as fun as this would be.
@@jackwhorton6826 An interesting perspective. Unfortunately, one I agree with when rereading the rules xD. Dang not as strong as I thought, but still very powerful.
@@knightsolaire3781 I know, it would be amazing if it did work.. as the adv reaction is a bit hit and miss as it is. With the 2d6 roll and having to fall back towards your table edge which can of course be towards the charging unit….
@@jackwhorton6826 Skidaddle conditioning. don't get screwed by positioning xD.
terrorizing the club with a pack of rapiers with lasers and a signal master;D
thats the strat?! not a bad shout and do love me some rapiers!
For Konrad, I think you didn't stress well enough of how he is the only method to give non legion specifics non independent characters Bloody Murder. On top of that I don't think you pointed out how good being I 7 is. Since movement reactions scale off highest initiative in a unit, this makes him and his squad extremely difficult to catch, even by other primarchs. You also passed over how with ATFM and shred his attacks are perfectly suited to always have instant death vs dnoughts and wound 75% of the time. I also think you should have noted the importance of keeping him out of challenges, as he can get up to 10 attacks which can absolutely mulch through an enemy commander's entourage faster than most other primarchs can reciprocate. I also think you should have mentioned how his spell + t6 makes his fnp more resilient than others. For example world breaker is only s 10, so konrad can fnp it. T hammers and contemptor brutal melee weapons also will allow his fnp, making him an exceptionally good anti elite killer in melee, in an army that sorely lacks it. I also think you should have noted that there is no rule (that I've found anyways) precluding hin from having a retinue with jump packs, meaning when he runs they can move 16 and he can move 20. Due to math and angles this can allow him to get full value of his mantle.
Love it, Pal. Great run through!
Thanks mate, glad i could do it some justice!
Notice a lot of stuff in this review that is just incorrect. He mentions that you would score Atfm with bikes, but bikes do not have the bulky rule and would only count as 1 model. Terror assault makes terror troops and night raptors troops, yes , but it does not give them the line subtype. You will still need tacticals to score unless your game plan is just to try and table your opponent?
Got the bikes one wrong 100%
On the terror troops/night raptors I didn’t say they had line though just that you didn’t have to take tactical squads
I definitely think taking line is needed in places but having certain squads as troops (not line) is similar across lots of traitor legions it just requires that line in different places
Recon squads and in smaller numbers could very easily fill the role especially with their shroud bombs stacking with the night fight effects!
Konrad is much better at fighting primarchs than he seems. Only a handful of primarchs actually have meaningful brutal weapons (and they sit at the absolute top of the list). Konrad has generally more favorable melee stats than any of those who don't, due to having quite a few more attacks than anyone else and being able to fairly easily get to wounding other primarchs on a 3 with shred. He also goes before almost all the other primarchs, which is a huge deal. That being said, his value in primarch fights is actually probably outside the duel - he absolutely massacres bodyguard squads. If you can eat another primarch's challenge with some random patsy (which is extremely appropriate regardless), Konrad can almost single-handedly remove the entire enemy bodyguard unit, letting the rest of your unit thunder hammer his brother to death.
I would not recommend a heavy support squad to deal with 2+ armour saves. You only have one heavy support squad in t assault. Take a Leviathan talon, so you can have multiple independent actors with one slot if you have the points and durability. If you want ranged ap 2, take a javelin speeder squadron with lascannons and a multi melta. You'll get 9 instant death shots that pierce ap 2. Konrad buffs them since they're cavalry. They can outflank, so you get another source of pin checks and synergize with your master of signals. A squad of 3 will be 12 effective wounds at t6, making them far more durable then heavy supps. They'll also be relentless for moving and firing. You may not get atfm with them, but you'll be wounding elites on 2's regardless, and a group of 3 will get atfm vs dnoughts.
Really good points here! Thanks for adding them definitely (I can’t pin them to the top but I would if I could!)
I do think las squads are competative enough to be considered here, but can’t really argue with the other options you’ve presented!
With all due respect, I believe heavy support squads are a mathematically provable poor choice. I would ask you to consider the dual Gravis lascannon Castra Ferrum Dreadnought (who Konrad also buffs). The dreadnought will run you 165 points. A 5 man lascannon squad with a sergeant with artificer armour will cost you 160. For that 5 point difference and a 6" move, you gain artificer armour on 4 wounds, relentless, fearless, bs 5 (mathematically this means the Dread will generate the same amount of hits with 2 gravis lascannons as a 5 man heavy supp squad will), you don't lose shots when you lose wounds until you lose all 5, the talon rule (heavily taking the stress off your elites slot in terror assault), t6, and a 5++. I consider that undeniable proof that the heavy supp squad is a sub part unit for taking out elites.
Sub-par
Sector Wargaming. I miss those guys
For talent for murder, I think you missed some key points with the interaction of independent characters. For example, you can have 2 full units of rapier carriers (18 models each due to bulky (3), and bump them up to 21 as needed, by having a terminator libby and master of signal hop between the units (I dub this the Night Lords Shuffle). Give the libby telekinesis, and now you have 2 units that can outnumber squadrons of 2 vehicles or 20 man tactical blobs that are bs 5 as needed and have a 4++.
I assume you're doing laser destroyers? I've been looking for a way to synergise rapiers with NLs, this seems fun!
@@jackwhorton6826 Of that there was no doubt xD
@@jackwhorton6826 I did decide to trash the telekenesis librarian idea though. As hilarious as it would have been, he doesn't provide enough bang for points to the unit. Telepathy to turn off heavy supp reactions is better imo. I would throw an apothecary into your laser destroyers for the fnp and +1 model count. I would also support these units with long ranged castra ferrum fire power.
Thanks for the overview :) Was quite curious to hear your opinions on the Legion Weapons and Terminators, cuz it seems like they just aren't very good but it's nice to have some confirmation. If I had to point out one major weakness it seems like NL have a lot of difficulty dealing with other Legion Terminators, which I'm not quite sure how to deal with in practice. Maybe running Terror Assault on a primary detachment with an allied detachment of Death Guard running The Reaping, which I think is legal, might give the Heavy fire support necessary to do the trick. Neutron Lasers on Sabers might also work since they get Concussive to reduce WS on infantry and Shock to deal with armor. Concussive would reduce most WS5 Termies to WS2, which makes them a lot easier to deal with. Curze giving Bloody Murder to squads lets you take a Techmarine or Apothecary with Terror or Raptor squads, and it also stacks with Spite of the Legion on Despoilers. Hit and Run can also give Curze an edge in Primarch battles by almost guaranteeing, especially with the advanced reaction, that he gets the charge. His psychic power is borderline useless though, since it doesn't help with ID and 1 extra attack is not much help against the possibility of losing D# wounds. If they'd made it +1 WS like on Sev... well that might have been a bit broken so I dunno...
hard to disagree with anything youve said there mate! got it pretty spot on there I think: been thinking along the lines of a support squad with melta maybe to double out a bunch of termies maybe aswell, or even a squad of termies with combi melta and fists/TH to come in nuke a squad and then have the combat potential to trade on another squad
@@BearfootMiniatures Quite good ideas. If I may make a suggestion, if you are still doing these overviews, you might want to take a look at the Ultramarines. I know the stench of Ward still clings to them but their 2.0 30k rules are actually very interesting. They are a bit like a Loyalist (?) Alpha Legion this edition, and they are much more internally well balanced than they used to be.
My problem as a night lords player is the lack of bulky on legion bikes.
Bikes suck this edition anyway. Without RoW buff like the Ravenwing or White Scars ones they are way too fragile for their points.
@@DeusExMachina10001 yeah, they have that special rule that prevents them from being doubled out on certain weapons but they definitely need improving.
Yay.
Where were you Thomas?
he was hiding his face for radio avoiding it
@@taffeh that's a different Matt Lloyd, I'm the Matt Lloyd.
Hi there, thanks a lot for this deep dive on night lords, super helpful as I'm only 4 games completed in. I bought 10 Raptors and I find them pretty bad actually, you said they can deep strike but they can't? I may have missed something so please do not hesitate to explain. Thanks a lot !
Hey mate: they get deep strike natural by having a jump pack! And although interceptor happens, if it’s night, they’re causing fear etc you can stack a ton of pinning tests on the enemy
@@BearfootMiniatures I had missed the rule that jump packs gives deep strike (page 145), thank you for answering and letting me know. Will watch your other videos very soon
I really like to take Sevetar in Pride of the Legion rather than Terror assault.
He can take a bodyguard of Contekar too, which he mitigates their AP2 problems as well.
Stick them in a landraider with master of signals and deep strike all your other terminators in
Ahhh i suppose as it just falls under having a normal Contekar retenue! Good point!
The Contekar will cancel out his bloody Murder.
Or do what I like and bring Sevatar with a warmonger painted as Alastor Rushal and five nullificators armed with disintegrators to reenact what he did to the kyroptera.
@@manofthewest5395 That sounds sick dude.
Good job on the review.
Only thing I think was slightly wrong... You suggested that you could buy a shoot dread Prey sight, I don't think you can it's only for infantry.
However curze does give it to dreads for free.
It just says a unit comprised fully of Night Lords units. Rapiers can take it.
Theres no stipulation of infantry, just units composed entirely of LA NL, so dreads fall into this mate (which can be massive depending on the dread!
You are correct, I was going off athe advice of a friend who plays nightlords. Don't know why he thought that
@@crwarren might have been confused with Trophies of Judgement that can only be taken by infantry characters.
Unfortunately bikes no longer count as multiple models.
aaahhhh gutted!
@@BearfootMiniatures I know, it's a massive pain in the arse, they've also lost the +1 toughness as well which makes them even less viable. Would have thought it would be something that GW would fix in the FAQ but they didn't. The terror rite is still good. Its just weird that it doesn't give line to terror squads, but then again we are a heretic army and almost none of their rites give line to special units. And I 100% agree on the cost of the panoply, a chain blade should be 5pts or a free swap and a glaive should be 5-10pts but no upgrade required.
Ave Dominus Nox
No list?
First!
Very nice review! It’s praetor, not preator btw. :)
Thanks mate, and thanks for watching!
Ill attempt to correct the pronunciation but sadly were now 8-9 years into me playing heresy so cant promise itll overwrite the damage haha