You could potentially have a lot of psykers pouring all their warp-charges into buffing a Daemon into some nigh-unkillable fuck, but one unlucky roll and you can have all your luck reversed if he's turned into that which shall not be named. They are fast, durable with T5 and 3+, can use FnP to protect them more often that not and they strike at Initiative 5. The latter means they lose access to all the Thousand Sons artefacts and the Blessing of Tzeentch rule. The vehicle combi-bolter is the same as the one in the Ranged Weapons section, giving you a little bit more fire. So we have to consider melee, even expensive melee units, as a probable alternative to all these other expenditures. The problem with it is that unless you're fighting an army that wants to assault you, or one is extremely lucky, you can expect to reach Assault by turn 2 at the earliest. If you're up against an enemy with next-to-no vehicles Battlesuit Tau, Scatterbike Eldar, etc , this discipline is going to be useless for you, but if you're up against someone wanting to run an Armored Company, this may give you that extra edge.
If you're stuck but you want to spend some points on melee weapons, this is a good choice. His warlord trait is the ability to just choose to determine which is your board edge pre-game; if you do this you lose the decision of who takes first turn, but you may re-roll for Seize the Initiative. Infernal claws on the other hand, can make this a crowd clearer. It also combos very nicely with a spawn escort if you already have fleet. You're part of the Apocalypse Quintet along with the Imperial Guard, Eldar, Orks, and Tyranids, to which all other apocalypse armies are measured against.
The whole process is totally random: you won't necessarily get a spell that's useful to you, but you won't know until after you take the hit. A fleshbane super-sorc stomping a wraithknight's face with his force weapon. Counter Attack is easily gained with MoK, but Arkos seems to have the benefits of a few various things, plus the rending rule can mean he may get lucky while fighting 2+ save opponents. Ally in a Daemon Prince with Grotti the Nurgling for added hilarity, and you could conceivably one-shot said Riptide with a Lascannon! Problem is, responding to one Mutilator is truly wasteful for the enemy. So for a Night Lords contingent you need the Fearless. I can tell you from personal experience that a combat squaded unit of 10 Purifiers will result in Be'Lakor's firey demise.
Hello, I was just wondering if you could elaborate on what you currently use for your Night Lords. Unlocks Khorne Berzerkers as Troops choices. Daemon Princes of Nurgle gain Shrouded, Slow and Purposeful and Hatred Tzeentch. Pardon me for my noob-ness, but how do I identify whether the Chaos Space Marines Codex book I bought is a 7th edition and not a 6th? Additionally, take a MoS Biker retinue with the Icon of Excess. Jumped my Farseer+Autarch over to one objective at games end and the Warlocks to another and used Asuryans Will to make them fearless without the Shard of Anaris. Don't forget that it gives you hatred against all the other non-spiky marines.
Secondly, on any transport vehicles, it has a chance of nomming a random member of a transported squad without any saves of any kind possible. This wouldn't seem too bad, until one remembers that reserves start to arrive at the beginning of turn 2 on a 3+. I tend to stick to spawns and cast things but when the time comes, i disband un-sigiled sorcs and spawns so that the former can just move to some other location and do his own stuff and the latter can tarpit whatever needed. While my particular way of doing it is based on a lot of trial and error, the resulting Chaos Lords I have below are the culmination of a lot of in-game experience. I learned through hard experience that this is just a necessity.
Of course that means you're more likely to overrun a unit, which you might not want, but it works when being charged too. In any event, I also wanted wingmen. Nothing moves faster than a Heldrake, so enough said about that speed and it can hover at games end. Sadly it does little versus Gargantuan Creatures and nothing versus vehicles. Since you don't get Drop Pods, and want your Marines to get from Point A to Point B, consider this a near auto-take for your Rhinos.
How do you make the most out of it despite its flawed design? I wrote a blog entry about them a long time ago lauding them even before this current codex made them make more sense. If it targets a building, on a 1-3 it takes a glancing hit, and on a 4+ it takes a penetrating hit. If you do face a Marine army, you have a fair chance of getting something usable though Strategic is going to be a safe option too. Only being able to cast witchfires from a transport isn't much of a handicap when he can cast 12 witchfires a turn. Enjoy toting along fucking rockets and super-dakka cultists like nobody's business.
Take a Lightning Claw or two to shred the corpsefuckers before they know what hit them. Chaos Spawn are very good and not talked much about. Be warned, you are comparatively lacking in long ranged heavy artillery, so even in Apocalypse, your dish is best served by getting close to. The rules in it are dated, and power creep means that it hasn't aged well. Traitor Legions updates these god-specific Lores to have 6 powers plus primaris instead of 3 plus primaris, and adds rules for Ectomancy, Geomortis, Heretech and Sinistrum; you can find the rules for these latter 4 in Traitor's Hate, but as usual, Legions gives so much more for your buck. He doesn't unlock any Troops choices and the viable candidates for retinue don't benefit much from the Mark.
Daemon Princes of Tzeentch have it slightly better, as they re-roll saves of 1 and gain Hatred Nurgle , which is a fairly nice benefit especially with the Traitor Legions artifacts they can now gain access to, for more information see Night Lords , but again, if he's gonna be a psyker, you're gonna have to take at least one Tzeentch power. Then there is also the chosen champion which can make use of this. A Daemon Prince can also make good use of this discipline, especially in any of the 3 Legions with access to a 2+ Armor Save relic. I encourage you to look for the opportunities. The Black Legion Hand of Darkness. You can also make them Troops Plague and Noise Marines, for example, are awesome, if a bit situational. It forces the Dark Eldar to perpetually new lows of depravity, and regularly sends armies of daemons and corrupted mortals to terrorize and massacre the denizens of realspace.
It's a pretty decent way to keep it moving even without Nids as an enemy, but that's it. This includes artwork, short stories, and copies of fictional documents from the future. Let us suppose that your Lord gets in a fight, mulches a few guys, and they proceed to pile in. These nasty tentacles give him an extra 2 attacks, so he can make 6! Ahem, either way, if you're buying a Bike for your Sorcerer, it also pays to upgrade him. You know what also increases strength? If you're going to spend the points to give them the Mark of Khorne, you might as well go all the way and give them the Icon as well, especially since re-rolling charge distances is such great utility. He's expensive, but already comes with most of his wargear so you don't have to go crazy and try to trick him out further.