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SyNidus

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About SyNidus

  • Birthday 12/17/1987

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    Night Lords

Retained

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  1. Cheers for this. Looking at this...I actually really really like this, being able to gang up on an enemy character in challenge is pretty flavourful. And if we get to swing at i10, that's even better, give em a couple of Chainblades and you'd be hitting with a lot of breaching attacks before they get a chance to swing. And if just one of those gets through, you could be looking at Sgt down. In terms of actual tactics, I think they still function the same way despoiler squads do. Personally, I'm not sure how I would fit them in my current list, if the game moves towards more progressive scoring style missions (where having more line units becomes even more crucial), then I'd be looking to include a squad in my list. Though, seeing as how my list is a mechanized list, I'm not sure how well they would fit in as they'd have to ride in a rhino. EDIT: So I've had a chance to look at the actual rules, they keep Spite. But I'm not too keen on the fact that every model HAS to swap their chainsword for Killer's Blades (basically, breaching 6+ combat knives). This means that we won't be able to swap in 2 of the squad's chainswords for power weapons. It's a bit of a sidegrade. On one hand, the 2 guys ganging up on the enemy character hit at initiative 10...which could be amazing if you manage to get the unmodified wound of a 6 for their 6 attacks (1A base + charging + 2CCW). There's a chance of them cutting down the character and freeing up your sgt to be able to put his own attacks into the enemy squad. Also, it is arguable to the killer's blades aren't too bad for this role because even if you swapped for power weapons (with a normal despoiler squad), none of the power weapons provide native AP2 (except for the axe, which defeats the whole purpose of striking at I10). Might still have to give it a try.
  2. Unfortunately, I've not had the chance to see the Inductii leaks. But that sounds pretty awesome and they definitely sound more interesting than sticking more tactical squads into my army for scoring units.
  3. Hey guys! I went and did it - I bought myself a bunch of eldar models for fairly cheap and now i need help deciding what to keep and what to sell. The bundle of Eldar i got is as follows: 2x Warwalkers 1x Falcon 1x Farseer on Jetbike 3x Shroudrunners 5x Rangers 1x Autarch (with Warp Spider teleporter) 9x Dire Avengers 20x Guardians 5x Wraithguard 6x Windriders 2x Foot Farseers 1x Vyper 1x Wraithlord ___________________________________________ With this in mind, I'm split regarding what style of Eldar I want to build. On one hand, I like the Alaitoc craftworld for the blue colour scheme and it's closeness to outcast path. On the other hand, I do like the idea of Corsairs (but honestly can't be too arsed to do much conversion/kitbashing). Might even consider Ulthwé because the Black Guardians are cool. I also like the Psychic shenanigans and have thought of using Hemlocks. Playstyle-wise, I've always been partial towards fast, mobile, elite armies that hit hard. In my mind, I think of Mech Eldar of 5th Ed. That being said, I'm not entirely sure how Eldar play in this ed, nor do I have any clue how they will play next ed. But I know that I don't like horde/footslogger style armies. Conclusion So...which way should I go? What should I keep and what should I sell? What else do I need to pick up?
  4. Awesome, thanks for the feedback guys. As an extension of this, is there anywhere I can read more on the Corsair fluff?
  5. Wow, I did not know that! That's very interesting indeed. I get where you're coming from in terms of your list. I would suggest you have 2-3 different flavours of list ranging from hardcore tournament list to newb friendly. That way you can choose which list to bring. And I wouldn't feel bad if I were you - every legion has their "Cheese". It's just that ours is not so obvious/straightforward.
  6. The Aeldari boarding action boxset looks pretty tempting. I've always liked the lore and narrative of the corsairs - outcasts from the craftworlds, but so far gone as the dark eldar. At one point or another I've played either the Craftworlds or Dark Eldar. So i was just wondering whether anyone has previously or currently run their Corsairs using craftworld units. What kind of modelling modifications would you need to consider, what about unit/rule restrictions?
  7. That's a fair point. I've already got a Librarian in the mix. Moving away from Gal Vorbak as a target, part of me is wondering if there is any real utility for the moritat and/or destroyers in a Night Lords army. Are there any other targets for which we would actually need the rad grenades? I can see rad grenades being quite useful for a Lightning Claw toting raptor squad.
  8. So i've been playing around with the idea of running a moritat with my raptors in order to take advantage of the rad grenades. This comes out of having fought against Gal Vorbak, who, we just seem to bounce off of. Something like this: Moritat - Jump Pack, Thunderhammer, Refractor, 2x Plasma Pistols, Bloody Murder - 180 It may seem like a lot of points for 1 model, but I was thinking that this guy with his thunderhammer, plus the delegates also toting a thunderhammer, even in a 5 man raptor squad, would be able to do some damage, even to a unit like gal vorbak. That being said, I know the ideal solution to close combat monsters like that is to shoot them. But the trade off is that i have to swap him out for a vigilator (who usually goes with my seekers). What do you guys reckon?
  9. When you say a contrast wash, do you mean washing the models with contrast medium? If that leaves a glossy finish, would i be able to fix that by spraying with matte varnish?
  10. Hi guys! I've been painting my Night Lords the model's following Richard Gray's youtube guide. So far i'm pretty happy with the results, but i feel like the highlights are a little blotchy. I used the following for my blue: Night Lords Blue Kantor Blue Caledor Sky Calgar blue (highlight) This is where I want to ask for some hobby help. In the Richard Gray video, he blends them all together using mineral spirits. Even in Ninjon's video he uses enamel paints. I don't really want to use either but I want to blend the blues so that they don't appear so blotchy. Should I give the models a wash of Drakenhof nightshade? Would this work to really make the colours blend better?
  11. Hey SG, thanks for the suggestion. I'll have a think about it, at the moment I won't be using that because for my game plan, I need to have 1 CP to do the turn 1 deepstrike and charge with my Terminators, and then next turn I need to have 2 CPs to do the stratagem to stop them from falling back. Hopefully I can get my first game soon. ___________________________________________________________________________________________________________________________________________ Hobby update: So i've been making my way painting the model's using Richard Gray's youtube guide. I used the following for my blue: Night Lords Blue Kantor Blue Caledor Sky Calgar blue (highlight) This is where I want to ask for some hobby help. In the Richard Gray video, he blends them all together using mineral spirits. Even in Ninjon's video he uses enamel paints. I don't really want to use either but I want to blend the blues so that they don't appear so blotchy. Should I give the models a wash of Drakenhof nightshade? Would this work to really make the colours blend better?
  12. Thanks for your feedback TC! 1. Thanks for the tip, I'll keep that in mind. Genuinely sounds like a lot of fun to try and achieve. 2. Now that you mention it, I don't actually have one. So I've fixed that by adding a squad of 10 cultists. Completely forgot how cheap these guys are. 3. I'm hoping to be able to use the rhinos in combination with the Chosen to minimize the number of attacks that can come back at them. I'm not ashamed to admit that I am quite inspired by Blog for the Blood God's Chaos Rhino masterclass on youtube. Also, one of the reasons why I've gone for chosen is because i can use my seekers squads as chosen without having to do extensive conversion work. Unlike legionaires who I'll need to give special weapons and wargear to in order to make them chopy. 4. The squad size is partially because of the points costs (so that I can pick up other units). It's also partially because I want to keep space in the rhinos for my characters. With that in mind, here's the tweaked list: Arks of Omen Detachment (Elites) HQ: Daemon Prince - MoP (15), Wings (35), Hellforged Sword (G'Hollax, -1 CP)(10), Psychic Powers: Death Hex, WL Trait (-1 CP): Dirty Fighter - 180 Master of Possession - Chaos Undivided, Psychic Powers: Mutated Invigoration, Pact of Flesh, Gifts of Chaos (-1 CP): Liber Hereticus - 105 Sorceror - Undivided, Psychic Powers: Prescience, Warptime - 95 Troops: Cultist Mob - Undivided - 50 Elites: Terminator Squad - 7 man - MoS (20), Black Rune of Damnation (-1 CP), Chainfist, 3x PFist, 2x Combi-melta, 1 Reaper autocannon - 307 Chosen Squad - 8 man - MoK, 1 PFist, Bolters, Accursed Weapons, Icon - 245 - Rhino - Combi-bolter - 80 Chosen Squad - 8 man - MoK, 1 PFist, Bolters, Accursed Weapons, Icon - 245 - Rhino - Combi-bolter - 80 Master of Executions - MoS (20), WL Trait (-1 CP): Night Haunter's Curse - 85 Fast Attack: Raptors - 5 man - 2 Meltaguns (20) - 125 Raptors - 5 man - 2 Meltaguns (20) - 125 Heavy Support: Obliterators - 3 man - Fleshmetal Guns - 270 Total: 1992 Starting CP: 1 Tactics remain the same, except that now I have a cultist unit for holding backfield objectives. So I'm looking at the following secondaries: Main Secondaries: - Warp Ritual Warp Ritual seems fairly easy for me to complete with the DP and MoP being psykers. And now the added Sorceror also makes it easier to quickly max out this objective. - Engage on all fronts / Retrieve Data I think with my mobility, I should be able to achieve this objective fairly consistently. Alternatively, I could use that mobility to retrieve data. The nice thing about Retrieve is that I don't have to spend 3-4 turns to try and max out the secondary. - The Long War / Engage on all fronts / Sow the Seed, Reap the Fear If i take Retrieve Data as my 2nd objective, may consider taking engage on all fronts here as well. The Long War is kinda interesting because if the opponent wants to play the primary and go for objectives, I can destroy the units that he sends to claim them. Do you think this has a better chance?
  13. Yeah, I think I'll definitely give it a try. Although I am looking at getting a terminator brick because I like the idea of dropping them turn 1 in my opponent's line. Hence all the doom and gloom surrounding the termie brick has me worried. I know I'm not likely to get to the top table, but i'd still like to give a decent go of it. That's a good point on the player base who have left. I'm not going anywhere as I have a sizable 30k Night Lords army. Glad to hear you've been doing good IFF. Yeah, the Night Lords traits have long been useless in 40k (because morale plays such a small part in the game), but I am keen to use the tricks that they've got in their starts and WL traits.
  14. Oof. Not gonna lie, i just stepped back into 40k with my Night Lords and reading this thread is really putting a dampening my desire to play. Is there really no ray of hope for us?
  15. So here's a fun fact - I've never played 9th Edition of 40k. In fact, I've been rather happy playing 30k this whole time. But there's a big 40k tournament coming up and I'm thinking of jumping in. I've made this thread so that I can post my thoughts and discussions regarding the list, tactics and also progress on my army. So I've come up with a list based on the stuff which I own which could easily be used in 40k. I'm hoping to make as few purchases but I don't mind spending if need be. 2000 points Night Lords Ark of Omens Detachment (Elites) HQ: DP - MoS, Wings, Claws of the Stygian Count, Psychic Powers: Death Hex, WL Trait: Dirty Fighter - 175 Master of Possession - Chaos Undivided, Psychic Powers: Mutated Invigoration, Pact of Flesh, Gifts of Chaos: Liber Hereticus - 105 Elites: Terminator Squad - 8 man - MoS, Black Rune, Chainfist, 3x PFist, 2x Combi-melta, 1 Reaper autocannon - 343 Chosen - 8 man - MoK, 1 PFist, Bolters, Accursed Weapons, Icon - 245 - Rhino - Combi-bolter - 80 Chosen - 8 man - MoK, 1 PFist, Bolters, Accursed Weapons, Icon - 245 - Rhino - Combi-bolter - 80 Master of Executions - MoS, WL Trait: Night Haunter's Curse - 85 Fast Attack: Raptors - 5 man - MoK, 2 Meltaguns - 140 Raptors - 5 man - MoK, 2 Meltaguns - 140 Heavy Support: Obliterators - 2 man - 180 Obliterators - 2 man - 180 Total: 1998 Starting CP: 1 Tactics - The idea is to apply pressure early with terminator brick deepstriking in turn 1. Hopefully, I can charge into combat and then use We Have Come For You to lock them in. - While the terminators establish the beachhead, my chosen in the rhinos advance up the board with the DP. - Master of Executions with Night Haunter's Curse to guarantee a 6 for his axe of dismemberment. I've also gone for the Mark of Slaanesh for the murderous perfection. - The Raptors are there mostly for objectives and actions, possibly bullying a weaker shooty unit - Oblits will be deepstriking in to take out hard targets. Secondaries This is probably the most confusing thing for me coming into 9th. I'm not sure what to take, but based on my army I'm thinking of taking the following: - The Long War/ Sow the Seed, Reap the Fear I like Sow the Seed, Reap the Fear because it's pretty thematic. Also, I think with how deadly my units are in melee, my opponent will have to choose between either having the unit die in combat or giving me a VP by falling back. I also like The Long War because it seems to play very much into being very aggressive and attacking the opponent just to get them off an objective. - Warp Ritual Warp Ritual seems fairly easy for me to complete with the DP and MoP being psykers. - Raise the Banners High I figure this is something I might be able to do with my Raptors having the mobility to move around the board quickly.
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