4.5/5 stars, rounded down to 4/5 stars. Jago returns to second edition in a better shape than First.
Thursday, December 15, 2022
Horus Heresy 2e Review: Sevatar
4.5/5 stars, rounded down to 4/5 stars. Jago returns to second edition in a better shape than First.
Wednesday, December 14, 2022
Horus Heresy 2e Review: Contekar Terminator Squad
4/5 stars. The rules are strong.
Tuesday, December 13, 2022
Horus Heresy 2e Review: Night Raptor Squad
4/5 stars. Night Raptors are a great elite choice, but feel like they should be fast attack.
Monday, December 12, 2022
Horus Heresy 2e Review: Terror Squad
4/5 stars. The Terror Squad is a way of life for the Night Lords and comes recommended.
Saturday, December 10, 2022
Horus Heresy 2e Review: Konrad Curze
4/5 stars. The Night Haunter returns to second edition with style.
Friday, December 9, 2022
Horus Heresy 2e Review: Night Lords Armoury
4/5 stars. There are plenty of choices contained within the Night Lords Armoury in second edition.
Thursday, December 8, 2022
Horus Heresy 2e Review: Night Lords Traits and Rites
Wednesday, December 7, 2022
Horus Heresy 2e Review: Night Lords Legion Rules
3.5/5 stars, rounded down to 3 stars. The rules are both fluffy and of reasonably high quality.
Friday, October 8, 2021
Horus Heresy Review: Night Lords Atramentar Squad
Monday, October 4, 2021
The Defence of Sotha: Aegida's Lament
Wednesday, July 28, 2021
Night Lords Tyberos Painting
Mid-week painting is a very welcome change of pace for me at the moment, and a happy respite from what is going on in the wider world. I have finally tackled my Tyberos model that I bought from Forge World a while ago. The plan that I had all along was to paint this particular model up in the colours of the Night Lords.
The reason behind this (seemingly peculiar) choice was to see how he looked in these colours due to the fact that the Carcharodons might be descended from this traitorous chapter. For a more in-depth crawl through the possible successor chapters of traitor legions, I wrote a popular article on the topic in April. The Carcharodons are noted as having possible Night Lords elements within them, or even inside their gene seed in a chimeric fashion. Hence this was a strong motivator for the choice of colour scheme for Tyberos, coupled with a potentially new opponent for some of my smaller games. To be clear, I won't be collecting Night Lords as they simply don't appeal to me greatly beyond their paint scheme (I'm not a fan of their background, although I can readily appreciate the work gone into this legion over many decades of background fluff. Nor do I relish playing against this legion and their fear inducing ways of fighting!).
I decided to use reds on the fists and helmet, inspired by Sevatar. This battle brother's life is therefore held in the balance by the Primarch (or potentially was, until he was assassinated). Two tones of red were used here, including a wash of contrast paints and darker tones to blend in. Eye lenses were picked out in white before getting a sampling of green to offset the red helmet, and a careful pin prick of reflection inserted at the back edge of the lens.
Cables, recessed metal, and other metallic parts were picked out in lead belcher before receiving a cost of Guilliman Flesh (yep: really). On the upper parts and edging of the shoulder pads, I was quite liberal with this and it has created almost a semi-bronze trim which I am very happy with the blend of. More edging in whiter colours picks out the edge highlights for the uppermost parts of the pads.
Finally, like many people, I only have the older Night Lords transfers that used to come with the older chaos space marine boxed sets. They're aged and don't look terrific these days. So I decided to live a little dangerously and do a free hand icon on the right shoulder pad. The basic shape is done in Mephiston red, with a fanged skull placed in the middle, over the top of this. Black then gives the outer edge of the freehand a good outline that is more than sufficient to round of the basic shapes required here.
Overall, this has been a very interesting experiment to undertake, and one that I hope will be appreciated by readers -- changing the status of a miniature and its in-game loyalty purely by its paint scheme is an adventure, and one that I would fully encourage anyone to try out!
Friday, July 23, 2021
Praetors Deserve Quality Bases
Every praetor deserves a good base. The one that I'm planning for my new Alpha Legion acquisition is not different in this regard. Luckily for me, I picked up this beauty recently that I will be using with the praetor miniature (as opposed to constructing one from scratch).
Of course, this base belongs to Sevatar of the Night Lords legion. It also happens to be one of my favourite ones from Forge World. I like the way that the actual base itself slots into the side of the display base. Many Forge World bases are fully encircled by the display base (cf., various other praetor level marines, and some Primarchs). The ones that slot into the side are without doubt my favourite type due to their simplicity and low level of messing around to get the playing base out from the display base. And of this type, I really dig Sevatars. In fact, I was toying with using this one with Alpharius himself at one point, but decided against it.
The base comes in three parts (four if you count the black circular citadel base as well). The smallest part is the arm of the marine who lies dead near the foot of the shallow staircase. This part is simple to glue in place though, but I would advise dry fitting your miniature of choice to ensure that this arm works with the rest of the miniature before gluing everything in (doubly so for a kitbash like what I'm up to here).
Friday, April 2, 2021
Horus Heresy Review: Nakrid Thole
Thole is arguably a quintessential Night Lord preator writ in flesh. He's never fought with the Emperor, and never set foot on Terra. He was obedient to the Night Haunter, but only up until the point he left the legion, and then he was happier to get stuck into the targets he wanted to rather than be subjected to Imperial rules.
Sunday, January 10, 2021
Horus Heresy Review: Contekar Terminator Elite
We switch away from the Dark Angels in our Horus Heresy Reviews this year to focus on the remaining units contained within Crusade. We begin with the Contekar Terminator Elites from the Night Lords. As a side note, I was hoping to see the Atramentar in this book, but alas, the Contekar are what we are given.
Thursday, October 27, 2016
Warhammer World: Night Lords of Horus Heresy
Monday, August 8, 2016
Horus Heresy Review: Kheron Ophion of the Kyroptera
Something of an aberration amongst the Night Lords, Ophion was not much given to practicality and the gruesome subtleness of his parent legion. Frankly, he sounds more like an Ultramarine, or a hero of the Emperor's Children or Dark Angels.
It was his unexpected bravery that meant that the Night Lords were not entire annihilated at the culmination of the Thramas Crusade as he entered it with his cruiser, the Shroud of Eventide.
Strengths.
Ophion has several things going for him. His Bloody Aegis grants him a truly amazing 3+ invulnerable save in close combat. Plus it reduces (potentially) his opponent's WS by a factor of 2 if they roll a natural 1 to hit. He is therefore going to be very strong in challenges and in combat in general. This calls for him to be taking the fight to the enemy as soon as possible.
The arguably not ironically titled rule The Coward means that he gains Feel no Pain as he loses wounds. (And it gets better when he's down to his last rule). I particularly like this rule!
Finally his warlord trait is nicely titled Aberrant Bravery. When possessing less VPs than the enemy, he creates a bubble of stubbornness around him that is really cool. Recall that in 30k, stubborn is at a premium and therefore this is an amazing boon overall. More than this, he can re-roll and game ending die rolls (or his opponent) if he wants the game to go on (or cease!).
Weaknesses.
As a Master of the Legion, he is not highly decked out in state of the art arms. Take his armour for instance, it is merely a 3+ save. The power axe is nice though, but the volkite serpenta could be better.
Overall.
A very reasonably priced HQ selection for the Night Lords that is also very fluffy. I think armies could very well be designed around him: take in a bubble of terminators and wrap in a land raider and take something like pride of the legion and it has the makings of a devastating force potentially.
Friday, January 22, 2016
Night Lords 30k Army List: 1850 points Sevatar
Wednesday, January 20, 2016
Night Lords 30k Army List: Terror Assault
Terror Assault is the Night Lords unique rite of war. It accentuates what the Night Lords can do but other legions cannot: cause fear, use night fighting as their friend, and fundamentally: take lots of terror squads. Indeed, with this rite of war, we are forced to take 3 entire terror squads.
The other thing that the Night Lords can do that others will find hard to accomplish is have their terminators deep strike in to play in any game - and not require a rite of war to do so.
The only question in my mind here is whether to take Sevatar, or whether to opt to take a generic Praetor instead for this rite of war. Sevatar is excellent at what he does, and does grant Master of Ambush but his big drawback is the 3+ armour save and the lack of eternal warrior. Plus, terror squads have infiltrate regardless. It is for these reasons that for the Terror Assault rite of war that I'm going to select a generic praetor instead.
Army List. (1850 points limit).
Praetor, terminator armour, teleport transponder, trophies of judgement, paragon blade, digital lasers, volkite charger (192 points).
This HQ gives us access to Master of the Legion and is kitted out for close combat. He is to be placed with the other terminators, below.
Master of Signal, artificer armour, Charnabal sabre, melta bombs, trophies of judgement, volkite charger, refractor field (135 points).
At first, selecting a legion Master of Signal over a chaplain might seem like an odd choice. But here, I'm using him for access to a Charnabal Sabre. So why a master of signal rather than taking a champion (and therefore a master crafted sabre?) - the answer is that he provides some much needed bombardment action for the army. After using this, he is a close combat monster with improved initiative to try to ensure that the lower striking members of any squad he is with can take advantage of their superior numbers inside combat. Place with any of the squads below you feel will most benefit from his BS bonus he can give to them.
Legion command squad, in terminator armour, thunder hammer for the sergeant, 2 chainfists, teleport transponders (210 points)
A fearless close combat squad designed to take out vehicles. Take a risk by deep striking them close to a valuable target. Team up with the praetor if needed. A bit of a suicide squad really. Could easily be replaced with a tactical squad instead. I include it here simply as an entertaining option (but pricey in terms of points). The choice is stark: 3 terminators to suicide strike a vehicle, or a large tactical blob. I can't quite make my mind up, so I'll leave the terminators here for now(!).
Elites.
Terminator Squad, 10 members, 5 chainfists, teleport transponders (475 points).
Another teleporting squad. Can be teamed up with the praetor as well.
Mortis Dreadnought, two twin-linked lascannons, havoc launcher (170 points).
An anti-air option for pesky fliers.
Troops.
Terror Squad, 5 members, Headsman with artificer armour, melta bombs, Nostraman Chainglaive (150 points).
A generic and small sized terror squad for causing fear in enemy troops and softening them up. To be infiltrated.
Terror Squad, 10 members, 9 with volkite chargers, 1 with a flamer, Headsman with artificer armour, melta bombs, power fist (285 points).
A kitted out terror squad, fit for infiltration.
Terror Squad, 9 members, Headsman with artificer armour, melta bombs, power fist (215 points).
Drop Pod (35 points).
A squad to team up with the Master of Signals if required, or to go it alone.
How it Works.
Arguably the big negative about Terror Assault is the lack of focus on support elements that can help with an anti-tank role. This is fundamentally why we have both the mortis dreadnought (which is arguably a HUGE target), as well as melta bombs absolutely everywhere.
The army relies on deep striking the terminators and drop pod, and infiltrating or outflanking the terror squads under the cover of darkness in the early turns to get in to position and take care of enemy tanks whilst ganging up on enemy infantry squads and trying to fear them off the table.
The sheer troops count here is an issue though. I would therefore contemplate getting rid of the command squad and having a tactical squad instead.
Expansions and Contractions.
More tactical marines for bodies on the ground is really required to make things shine here. Add in some transport options and I think we have the basis for an excellent army. Particularly if we can wrangle a land raider dedicated transport. Other ideas include having more dreadnoughts present as well. A Sicaran would be a sound choice too as would a destroyer squad. These are just ideas, clearly there are plenty of ways to expand up to 2000 points and beyond. I would also entertain heavy chain blades on some of the terror squad for fun. Gah, and I don't even have any lovely night raptors in here yet either. Heck, there's such a lot of choice for expansion.
To cut down to 1500 points, ditch the expensive command squad, and consider the necessity of the dreadnought if you know the opponent, otherwise its probably the master of signals that is going to face the chop.
The weakness this list will have is against fast moving enemies that are based on bikes (etc.). It could really benefit from some more ranged firepower, or fast elements of its own (night raptors, or storm eagle transports). Fundamentally, its a bit of an alpha-striking army list. Just pray that your opponent is not a fear immune legion (Salamanders, Death Guard) who are riding bikes everywhere (unlikely, but I'd love to see a Salamanders bike list!).
I will write at least one more Night Lords list, and in that one will try to focus a bit more on swift moving elements.
Monday, July 20, 2015
Wargames Gallery: Night Lords Land Raider
Sunday, January 11, 2015
Horus Heresy Review: Sevatar
Is this justified by his rules though?
He does gain the instant death special rule for all of his melee attacks for a start. This is nice and makes him a bit of a character killer for the Night Lords. From this perspective alone, he should be at the forefront of any attack, preferably teamed up with his Atramentar (command squad of terminators) who will not scatter on deep striking, as if Sevatar has an icon of chaos or similar, when Sevatar is part of the force. This makes him not only deadly in combat, but also a force multiplier.
He's also a repressed psyker with precognition. This will give him a slight edge where it is needed the most.
In terms of equipment, the most significant negative is his penchant for going around in 3+ power armour. Didn't he ever think to have anything artificer crafted?! But he does get an iron halo to help out a bit, as well as a master crafted chainglaive.
In terms of tactics, I think he'd make a terrific HQ choice for armies wanting to go with Pride of the Legion rite. This'll make sure he gets close to the enemies he needs to be in the face of, and with serious back up from his terminators. Take several large squads, and get them to deep strike on top of Sevatar when in position, and all sorts of nasty things will no doubt be able to happen. Overall, probably worth the points cost, but must be used and played to his strengths.