4/5 stars. The Terror Squad is a way of life for the Night Lords and comes recommended.
Background.
Regardless of whether it is a criminal worthy of punishment, a planetary governor, or some other victim, the Night Lords were well able to make a gruesome example of all that stood in their way. Indeed, it is notable that these true monsters (many of whom were marked for death by their Primarch) probably caused less bloodshed through their mere threat than when they were unleashed. But when unleashed, they brought ruination and dark deeds to the battlefield.
Strengths.
Fear (1) combines with infiltration (and a possible rhino, dreadclaw, or drop pod as transportation) with precision striking, bloody murder and preferred enemy (infantry) to make a truly nasty combination. The key here is probably pinning and this is worth thinking through in a bit of detail (allies with Iron Warriors might make a lot of sense arguably?) but the rotor cannon option will help a lot with this.
Weaknesses.
One wound each with a 3+ save makes them just as vulnerable as regular tactical marines. Make sure they infiltrate into a good position, or take enough of them to survive one turn of incoming firepower.
Difference to First Edition.
Lost melta bombs. Need to pay for night vision. Skirmish is good here though. Otherwise pretty similar and a mainstay for Night Lords lists.
Builds.
5 Executioners, 3 Rotor Cannons, 3 Chain glaives, Headsman with power fist and artificer armour (185 points).
Distraction carnifex.
10 Executioners, 5 Rotor Cannons, 3 Chain Glaives, Headsman with power fist and artificer armour (285 points).
Take night vision to taste and put inside a drop pod.
15 Executioners, 15 Rotor Cannons, Headsman with power fist and artificer armour (395 points).
Infiltrate and kill stuff. Take Night Vision for goodness sake - well worth it here. Take also in combination with other units to do the mopping up - as required.
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