Greetings, I have returned with experience under my belt and things to say. Prey Sight is bonkers. Night Vision is not the same as ignore the penalties of Night Fighting. Night Vision denies shrouded saves and negates shroud bombs which can affect rapid fire ranges. As vehicles can now evade, prey sight is becoming good even outside of Night Fighting, and the Primarch tosses it out like candy. Night Lords are ridiculously bonkers.
The absolute best way to play NL is Curze + Terror Assault. Fear everywhere for free, Bloody Murder on everything for free, Pinning up the wazzu just from Curze, free Night Vision on basically everything so no Evade, Shrouding or Shroud bombs, 2-3 turns of shooting with almost nothing able to contest you, a 12" Fear 3 bubble somewhere on the table, Despoilers with 3 Shredding attacks on the charge against Pinned stuff, -1Ld and -1BS table wide for 2-3 turns. It's so great for early momentum or Alpha Strikes.
I'd recommend some cheap rhino, as ramming batteries. 35 points base although I'd consider a dozer blade an heavy flamer. Rams cause morale checks in the movement phase. There so cheap that while they will die anything shooting at them is likely x3-6 time more expensive
I was in the process of making a swift blade list for heresy 1.5 but they obviously changed it. Glad I didn't piss away a load of money converting outriders to the now defunct Hussar bikes.
You gave a lot of helpgul adivce, but I think you missed some things. Don't forget units that can push units above their normal maximum. Apothecaries can be the +1 model you need to get A Talent for Murder to work on your 20 tacticals against an opponent's 20 tacticals even if the apothecary isn't in range to shoot his pistol. They will also keep the entire unit alive longer to maybe get a talent for murder multiple times during a combat. Also remember, Prey Sight is a unit upgrade not a model upgrade. The more models you have In a unit you give prey sight, the more the cost is divided across your entire army. Also remember, buying Seeker squads for snipers loses you the points of that special ammo and the precision shots (4+) that make up their inherent premoum cost while spending a fast attack slot. You can get Recon Marines for cheaper and have line on a troops unit that's more than happy to sit on an objective and put shots down range. This can be good in Rites of War like Tassault that doesn't make terror or raptors line. Also, pinning a unit isn't as great on a turn that no one is in range to charge (turn 1). Vonsider knocking out the unit's augury scanners to blind them instead. If they fail the pin anyway that's gravy. If they succeed, they're still blinded for a turn. Also remember you can run a unit into fear range, and give yourself a buffer of distance before your opponent is in range to shoot you during Night Fighting rules. Hope some of this helps.
A few things to answer here: Opponents can also have apothecaries so this didnt seem a point worth making Big fan of recon marines as per my other vids - if I said seekers it was a mistake! Pinning is GREAT even if nothing is in range to charge, it means they cant move and only fire snap shots! Dont underestimate Night Lord’s ability to pon multiple enemy unit which mitigates a lot of return fire. If you are in range for fear, the enemy unit can shoot you. But yes, the point I was making in the army strengths was that NF will *mitigate* the number of enemy units that can shoot you, so potentially: pin things nearer you, ignore things that are too far away, and you have a great way to mitigate what the enemy can do. Hope that andwers your questions!
@@Hearesy Fair points. I thought apothecaries still are an important thing to remember, even if your opponent takes them. Granted I didn't know if you considered your target audience at a level where you'd assume they'd know to think of that. When it comes to pinning vs taking out an auspex, I'd still argue some things here. When you choose which model to allocate a wound to with the sniper rule, you don't know if they will fail the pinning test. However, you can know if they have 0 chance of saving against the wound (ie rending vs non invul non cover save models). In this case, I'd argue that blinding the foe can still have its advantages. I'd concede that against close range units, or objective takers like tacticals, it can definitely be a better decision to kill the sergeant to deny obj control and rules like Heart of the Legion by preventing their movement. However against long range opponents who are content to shoot from afar, like sniper recon marines, the 100% chance to reduce their range to 24" can be the better decision to make. On top of this, I think there's a movement game that I'm only theory crafting around (I have yet to get to play some 2.0 games), but should be considered when playing armies that rely on fear. If you reduce the range of enemy units to 24" you can bait your opponent to moving them closer to your units with fear that you didn't want to risk having as close on turn 1. If part of the Fear game is getting your fear models within 12", surely there is a tactic to be leveraged in baiting your opponent in closer as opposed to pinning them. This might even allow you to be safer with units with fear like t squad to then have pop out of a rhino with rotor cannons or something to get a much more reliable pin check now that the foes has been baited out of position.
Re-watched this video after a little more experience with the game in the last couple of months, really helpful stuff! Are there any plans to revisit guides to heresy etc, maybe into Rites of War a little more or something? Love the channel man!
Contemptors with Gravis Fists, Destroyers/Rad weapons, Plasma Templates on stuff like Sicaran Omegas or Doritos, Neutron weapons for Concussive, Melta weapons, and Lascannons. You can potentially use your own Terminators as well, just not the unique ones.
I cant decide on World Eaters or Night Lords. Night Lords to seem to have the tools to put up a fight in any situtation while the WE only have the one trick. Thoughts?
I like Night Lord as there seems a bit more play to them, but +1A is a powerful raw buff. Guess it depends what playstyle you fancy and what yoi want to paint!
Nightlords are really cool thematically but the fear/pinning test build sounds like a bear to play against. Your opponent forcing you to take multiple pinning tests per turn doesn't sound fun at all to play through. Build seems really strong competively however
It's hampered significantly by the fact that a lot of units don't really care about Fear or Pinning. Anything in a vehicle, vehicles themselves, Dreadnoughts, Fearless or Stubborn units, and so on. It absolutely craps on most anything with Line however.
building my new night lords as I watch. I'm considering giving everyone in my terror squad a rotary cannon. That way if I outnumber they are essentially a 4 shot assault bolter. While this is more of a thematic thing, would it actually be any good as a shooting unit?
Thats a thing id do with them yes for sure. If you pin enough things with them and the rest of your army they might well live to next turn after they deepstrike. Id be less confident infiltrating them. You could mix and match melee weapons too though - pin and then charge is quite cool too, especially since theyre squishy and hate overwatch
I have a question for you since nobody answers me clearly. The warlord trait of Sevatar give terminators in his detachment deep strike, that applies too with the command terminators units?? The wroding is a little bit weird as the trait refers to legion cataphractii terminators but the unit its call terminators cataphractii squad, and only the armor its call cataphractii terminator XD Thanks for the video and for all the work you are doing with the channel.
@@Hearesy thx!! In the definition of the Retinue hability call the command squad a Legion Cataphractii Terminator Command Squad so i assume the warlord traid refers to all terminators units with terminator armor. If they want tht the only beneficiary of this will be only normal squads i suppose they would have specified it. Hope to see what you think
Video is awesome, BUT please move your mic when you swallow or drink...man hearing bio sound is just nasty on the headset , idk if its just me but i just focus on that sound
Sound editing is a difficult skill - currently trying to get the balance of volume and pickup right! Sorry if it grossed you out, trying my best to improve every episode!
I know this video is three months old, but to anyone watching; the night lords trait gives you a +1 to wound OR your AP, meaning erything with AP3 can.be repurposed to kill terminators.
Greetings, I have returned with experience under my belt and things to say. Prey Sight is bonkers. Night Vision is not the same as ignore the penalties of Night Fighting. Night Vision denies shrouded saves and negates shroud bombs which can affect rapid fire ranges. As vehicles can now evade, prey sight is becoming good even outside of Night Fighting, and the Primarch tosses it out like candy. Night Lords are ridiculously bonkers.
The absolute best way to play NL is Curze + Terror Assault. Fear everywhere for free, Bloody Murder on everything for free, Pinning up the wazzu just from Curze, free Night Vision on basically everything so no Evade, Shrouding or Shroud bombs, 2-3 turns of shooting with almost nothing able to contest you, a 12" Fear 3 bubble somewhere on the table, Despoilers with 3 Shredding attacks on the charge against Pinned stuff, -1Ld and -1BS table wide for 2-3 turns. It's so great for early momentum or Alpha Strikes.
Night lords punch down phenomenally well
Yesss! Been sticking torsos and legs to bases for my Age of Darkness so I'm ready for Night Lords advice.
I'd recommend some cheap rhino, as ramming batteries. 35 points base although I'd consider a dozer blade an heavy flamer. Rams cause morale checks in the movement phase.
There so cheap that while they will die anything shooting at them is likely x3-6 time more expensive
I was in the process of making a swift blade list for heresy 1.5 but they obviously changed it. Glad I didn't piss away a load of money converting outriders to the now defunct Hussar bikes.
You gave a lot of helpgul adivce, but I think you missed some things.
Don't forget units that can push units above their normal maximum. Apothecaries can be the +1 model you need to get A Talent for Murder to work on your 20 tacticals against an opponent's 20 tacticals even if the apothecary isn't in range to shoot his pistol. They will also keep the entire unit alive longer to maybe get a talent for murder multiple times during a combat.
Also remember, Prey Sight is a unit upgrade not a model upgrade. The more models you have In a unit you give prey sight, the more the cost is divided across your entire army.
Also remember, buying Seeker squads for snipers loses you the points of that special ammo and the precision shots (4+) that make up their inherent premoum cost while spending a fast attack slot. You can get Recon Marines for cheaper and have line on a troops unit that's more than happy to sit on an objective and put shots down range. This can be good in Rites of War like Tassault that doesn't make terror or raptors line.
Also, pinning a unit isn't as great on a turn that no one is in range to charge (turn 1). Vonsider knocking out the unit's augury scanners to blind them instead. If they fail the pin anyway that's gravy. If they succeed, they're still blinded for a turn.
Also remember you can run a unit into fear range, and give yourself a buffer of distance before your opponent is in range to shoot you during Night Fighting rules.
Hope some of this helps.
A few things to answer here:
Opponents can also have apothecaries so this didnt seem a point worth making
Big fan of recon marines as per my other vids - if I said seekers it was a mistake!
Pinning is GREAT even if nothing is in range to charge, it means they cant move and only fire snap shots! Dont underestimate Night Lord’s ability to pon multiple enemy unit which mitigates a lot of return fire.
If you are in range for fear, the enemy unit can shoot you. But yes, the point I was making in the army strengths was that NF will *mitigate* the number of enemy units that can shoot you, so potentially: pin things nearer you, ignore things that are too far away, and you have a great way to mitigate what the enemy can do.
Hope that andwers your questions!
@@Hearesy Fair points. I thought apothecaries still are an important thing to remember, even if your opponent takes them. Granted I didn't know if you considered your target audience at a level where you'd assume they'd know to think of that.
When it comes to pinning vs taking out an auspex, I'd still argue some things here. When you choose which model to allocate a wound to with the sniper rule, you don't know if they will fail the pinning test. However, you can know if they have 0 chance of saving against the wound (ie rending vs non invul non cover save models). In this case, I'd argue that blinding the foe can still have its advantages. I'd concede that against close range units, or objective takers like tacticals, it can definitely be a better decision to kill the sergeant to deny obj control and rules like Heart of the Legion by preventing their movement. However against long range opponents who are content to shoot from afar, like sniper recon marines, the 100% chance to reduce their range to 24" can be the better decision to make.
On top of this, I think there's a movement game that I'm only theory crafting around (I have yet to get to play some 2.0 games), but should be considered when playing armies that rely on fear. If you reduce the range of enemy units to 24" you can bait your opponent to moving them closer to your units with fear that you didn't want to risk having as close on turn 1. If part of the Fear game is getting your fear models within 12", surely there is a tactic to be leveraged in baiting your opponent in closer as opposed to pinning them. This might even allow you to be safer with units with fear like t squad to then have pop out of a rhino with rotor cannons or something to get a much more reliable pin check now that the foes has been baited out of position.
Yeah, I agree with you on all of the points!
Re-watched this video after a little more experience with the game in the last couple of months, really helpful stuff! Are there any plans to revisit guides to heresy etc, maybe into Rites of War a little more or something? Love the channel man!
Thanks! Unfortunately no plans to revisit Heresy at the moment but who knows in future
I don't even play Night Lords (Iron Hands) and I thoroughly enjoyed this video!
Thanks fellow Iron Hand!
It would be great to see you do vids like your how to deal with dreadnoughts but going over each legion and you would deal with them
Definitely something for the future!
Was waiting for this. looking forward to the listen.
Since we are on a kick of melee legions, Id love to see Word Bearers next :P
Yay, reupload!
Applogies! You were right it wasnt supposed to be lastnight :)
Very Helpful guide, thank you
Glad it helped, thanks!
Sweet, a new upload! Any chance of getting a look at Alpha Legion soon?
Theyre on my shortlist, maybe next after I give loyalists some love!
Sweet
So how would night lords combat enemy terminators?
Contemptors with Gravis Fists, Destroyers/Rad weapons, Plasma Templates on stuff like Sicaran Omegas or Doritos, Neutron weapons for Concussive, Melta weapons, and Lascannons. You can potentially use your own Terminators as well, just not the unique ones.
I cant decide on World Eaters or Night Lords. Night Lords to seem to have the tools to put up a fight in any situtation while the WE only have the one trick. Thoughts?
I like Night Lord as there seems a bit more play to them, but +1A is a powerful raw buff. Guess it depends what playstyle you fancy and what yoi want to paint!
Nightlords are really cool thematically but the fear/pinning test build sounds like a bear to play against. Your opponent forcing you to take multiple pinning tests per turn doesn't sound fun at all to play through. Build seems really strong competively however
It's hampered significantly by the fact that a lot of units don't really care about Fear or Pinning. Anything in a vehicle, vehicles themselves, Dreadnoughts, Fearless or Stubborn units, and so on. It absolutely craps on most anything with Line however.
building my new night lords as I watch.
I'm considering giving everyone in my terror squad a rotary cannon. That way if I outnumber they are essentially a 4 shot assault bolter.
While this is more of a thematic thing, would it actually be any good as a shooting unit?
Thats a thing id do with them yes for sure. If you pin enough things with them and the rest of your army they might well live to next turn after they deepstrike. Id be less confident infiltrating them.
You could mix and match melee weapons too though - pin and then charge is quite cool too, especially since theyre squishy and hate overwatch
I think a 15 man terror squad with rotor cannons would be hilarious
I have a question for you since nobody answers me clearly. The warlord trait of Sevatar give terminators in his detachment deep strike, that applies too with the command terminators units?? The wroding is a little bit weird as the trait refers to legion cataphractii terminators but the unit its call terminators cataphractii squad, and only the armor its call cataphractii terminator XD Thanks for the video and for all the work you are doing with the channel.
Ill take a look tomorrow - please remind me if i forget!
@@Hearesy thx!! In the definition of the Retinue hability call the command squad a Legion Cataphractii Terminator Command Squad so i assume the warlord traid refers to all terminators units with terminator armor. If they want tht the only beneficiary of this will be only normal squads i suppose they would have specified it. Hope to see what you think
@@Hearesy Can you look it?
@@michaelcovey7007 thx
been waiting for this one!
It was the most requested one by far!
Wow, i read wrong! thought it was tomorrow
Video is awesome, BUT please move your mic when you swallow or drink...man hearing bio sound is just nasty on the headset , idk if its just me but i just focus on that sound
Sound editing is a difficult skill - currently trying to get the balance of volume and pickup right! Sorry if it grossed you out, trying my best to improve every episode!
Came here to say this, great content but very heavy swallowing is off putting. Really nice video with that aside. Thanks for the excellent content
Are you doing this kind of video for all the Legions?
I will be yep!
When im equipping my 20-man tactical marines, whould it be a good call to give them all chain bayonettes?
Depends on what you want them to do, but they are really good and look cool too!
I gave my 40 tactical marines chain bayonets, because I want 5+ to wound with refills against contemporary dreadnoughts
Any plans on doing the rest of the legions??
Yes, but may be mixing up the format. Will get round to them all eventually though!
currently building a librarian with telepathy
Yes!
@@Hearesy this is cheese lmao
A legion based around pinning sounds like one of the most frustrating and unfun units to fight.
Love your name!
And yeh maybe, but balance it with the fact their units are a bit expensive and I think it works out ok.
I know this video is three months old, but to anyone watching; the night lords trait gives you a +1 to wound OR your AP, meaning erything with AP3 can.be repurposed to kill terminators.
interesting, I am considering a night lord army and this might be the push I need.
The trait gives you +1 to wound and +1 to Armour Penetration on vehicules, not AP on weapons. Tricky, I know.
No.
sqwet