Thursday, December 8, 2022

Horus Heresy 2e Review: Night Lords Traits and Rites

Warpstone Flux Rating: ⭐️⭐️⭐️⭐️
3.5/5 stars, rounded up.

Warlord Traits.
The Night Lords have 1 traitor and 2 generic warlord traits to pick between.

Warmonger. Get +1 to hit against loyalist units containing an independent character. This is nice, and the added bonus of fearless if they also have a Sons of Horus detachment allied to them is fluffy, but not necessary. 

Jadhek Clanlord. Counter attack combines here with ignoring penalties to movement and charging due to terrain. This is solid.

Flaymaster. Fear (1) that increases with every successful sweep, unit destroyed, or dead challenger is very nice indeed. 

Rites of War.
The Swift Blade. Get 5 HQs - 1 Praetor and 4 Consuls (take at least 1 herald to grant Line). Each is a Jadhek Clanlord (as above) and all must be killed for slay the warlord. They must be upgraded to combat bikes or jetbikes. This is a very fluffy rite of war, and also somewhat powerful at the price of no one who has to be the true warlord. Outriders as troops rounds it out well. 

Terror Assault. Well known to veterans, this rite of war focuses on causing fear. Get night fighting for at least 2 turns, raptor squads as troops, and fear for your characters. A great combination even with the heavy support restriction involved. 

Difference to First Edition.
The Night Lords player might need to think harder about scoring units in second edition to be honest - where applicable. Take heralds to help. Drop pods are not standard for Terror assault any longer, so some changes will be required. 

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