I was asked to comment on how to include Warp Talons into a Night Lords force as was described earlier at the link below:
Far be it from me to be short winded! As for Warp Talons: Not
seen a lot, but let's look at how to use them.
The Trade Off For Ones Soul
First the bitter truth:
infested by Daemons, they gain the 5+ invulnerable save that marks the
evil within. Warp Talons stand up better
to Eldar/Rending shooting than other units because they are Daemons. They fare no better against shooting in
general. So the points can be difficult
to swallow.
Oh Favored Son, Receive thy Reward
People underestimate the idea of two Gifts of Mutation. That can be really big also. Warp Talon champions can get that to start
the game. It can make
a champion quite good, and as the killing begins, they can become special characters
unto themselves. They are likely to do
some killing. Nearly all of the Gifts of
Mutation Boons are pretty awesome and rarely not useful.
Warpflame Strike
If you Deep Strike, this ability happens. Let's face it, the reason to take them is
their ability to BLIND everything within 6", forcing Initiative tests on
them or be boned in the shooting phase (reduced to BS 1). This is a very good answer to some important armies. Necrons, some Tau and all Orks dislike this
feature greatly and they are susceptible to it.
Other armies are no more fond of it, though they may weather it
better. It will hit a pretty darn fair
number of units if they have clustered away from you. Enemies that like
to shoot often will, which is the purpose of this unit.
Consider the effective radius: 6
inches from the base. 2 bases wide
center. All directions. It's cool.
BUT... you must deep
strike with balls of steel to make it a worthwhile effort. If you possess such
testicles, you may find that it is a VERY effective way to hammer the Tau
Marker lights and, by extension, the entire army for a round. Intercept, as well as all other shooting to
the end of their NEXT round is affected so it can also help protect Heldrakes.
There are a number of challenges to be overcome.
1. Talons are 13
points per model more expensive. You can
get basically 43% more Raptors. That's
not a small issue. The Marks are even
more expensive to get, for no apparent reason. You really have to decide first and foremost whether more Raptors
might not be the better answer. However, if
you want to make them work, read on.
2. Not every enemy
unit requires power weapons to kill and at AP 3 it's kind of not even useful
against the ones who need heavier duty weapons like Terminators. Having said that, I promise that a 4 attack Raptor charge will
net you some results, Lightning claws or
no Lightning Claws. Winning and
sweeping the enemy is usually the goal, not unnecessary creating an unnecessary pile of wounds though.
3. ...and when its
not the goal to cause crazy numbers of wounds, charging and staying in combat
is a goal, which Lightning claws wont help you do.
Let's take a unit of 6 Nurgle Warp Talons and make them
work for you. About 214 points (plus any
Gifts of Mutation) but let's see if we can make it happen.
"You ask for miracles? I give you Warp Talons"
You may wish to deploy all your units on the table to start
the game and maybe not play the reserve game with the rest of the Raptors. You'll need the backup when the Talons show up
in round 2 or possibly 3 but not before then. Large units are
a lot harder to fit in on Deep Strikes and mishaps as I have proven can be
exceedingly costly to your chances so safe landing zones are a good idea. Above all, you'll need the sphincter necessary, because you REALLY gotta land that unit
CLOSE to enemies in order to make this count.
No fear.
There are things you can do to help with that. This may be one of the more
interesting stratagems I have worked on in a while and you have to rely on a
bit of luck to make this work as well as it CAN work. But if it works… It will be glorious tribute and many skulls
for the skull throne. How?
The Dimensional Key (read up on it so this will make sense), which would be the perfect tool for
using Talons, makes all deep strikes flawless. Once activated, the
character with it need survive no longer for it to continue. . Unfortunately, it has two drawbacks: You have to charge ASAP to ensure it works on time
and you must try to hold reserves one more round if it goes to turn 2 before he
kills someone. That's a lot of list
tailoring. To do this you must:
1. Infiltrate the
leader. That means taking Huron
Blackheart into the list because his Warlord Trait guarantees at minimum that your
Chaos Lord carrying the Dimensional Key can leach the life blood from a victim
in time. If fortunate, he will be able
to take a bodyguard unit with him, but
we must assume the worst if we want a good enough plan.
2. You need to go first. No one can charge in the first turn, normally. Therefore, going
first is kind of important.
3. You'll need a Palanquin
to keep him from dying, hiding as close to the enemy as possible and ready to
charge round 2.
4. If the leader
fails to charge, a Comms Relay almost becomes mandatory. Assuming the worst, take the Comms Relay to ensure you can modify when things come in.
So let's see what that does to the list:
Chaos Lord (Dimensional Key, Burning Brand of Skalathrax,
Mark of Nurgle, Palanquin of Nurgle, Power Fist)
5 Chaos Marines (Flamer)
5 Chaos Marines (Flamer)
5 Chaos Marines
5 Chaos Marines
Rhino (Dirge Caster)
Rhino (Dirge Caster)
Rhino (Dirge Caster)
14 Nurgle Raptors (2 Meltaguns, Gift of
Mutation+Sword+Meltabomb on Champion)
14 Nurgle Raptors (2 Meltaguns, Gift of
Mutation+Sword+Meltabomb on Champion)
6 Nurgle Talons
70 Aegis Defense Line (Comms Relay)
Land Raider (Dozer Blade, Dirge Caster)
The List, Explained Further
We know what our objective is. We know we have to start as close as
possible.
The Land Raider will allow us a second way to get up on the enemy if they seem likely to advance and also a way to protect troops, bringing a Dirge Caster forward reliably in any event and providing cover to the rhinos which can hide in its shadow pretty easily. Huron will be inside of course. A a Chariot befitting a Warlord and bringing him up will only encourage the enemy to either fire at it or face his wrath… Unfortunately for the enemy, a similar choice as the Chaos Lord presents. It has all kinds of value.
The Land Raider will allow us a second way to get up on the enemy if they seem likely to advance and also a way to protect troops, bringing a Dirge Caster forward reliably in any event and providing cover to the rhinos which can hide in its shadow pretty easily. Huron will be inside of course. A a Chariot befitting a Warlord and bringing him up will only encourage the enemy to either fire at it or face his wrath… Unfortunately for the enemy, a similar choice as the Chaos Lord presents. It has all kinds of value.
The Aegis should be placed midfield (writers note: no longer allowed in 7E). It will provide the Rhinos excellent cover on
the approach and let's call the kettle black:
you'll be at midfield or forward of it most of the game with most of the
army. There is no reason to slow your
own army down by placing the Aegis farther back.
Keep in mind that the Warp Talons are there for causing a
problem for armies that don’t advance (meaning gun line type forces).
Against any other, we need not worry nearly as much. Warp Talons are an excellent X Factor against
run of the mill assault units and if they choose to come at you, all the better. Shooting
armies are the primary concern for the Warp Talons. The less shooty the enemy, the less pressing
getting this strategy off will be. So
keep in mind that we are WAY ahead of the curve when using Warp Talons when we
aren't facing such forces. We prepare
for the worst but hope for the best.
The Chaos Lord has the Brand. It has the Torrent rule. Use it to kill the second closest squad to
the leader when he moves forward, not the closest (reasoning: he will gladly accept the assault of a closer unit that much sooner to activate the Key). In the case of Tau, that will ensure that
defensive fire is minimized. The Chaos
Lord has a lot of wounds and is tough 5, but he's not immortal (yet). So we must needs take care not to see him
ended before his bloody business is through.
Having so little in the way of down the field fire is going
to be the primary weakness of this list, and so stealth, use of terrain and the
Land Raider to cover the approach and the Rhinos is key.
With this list, you will have to select the Land Raiders/Hurons target with care. Anything with STR 10
weaponry is the target (T5 models with multiple wounds dislike STR 10). If nothing falls
under that category, you should be able to pull this off.
Once the dimensional Key goes off from the Chaos Lord
killing a victim, any bleeding victim, He makes movement difficult for the enemy,
and makes your deep strikes Pinpoint accurate.
Then who can stop you?
The Warp Talon drops in flawlessly (or the Comms Relay tries to hold them one round longer and then drops them in flawlessly!) and forces the Blinding check. Those who fail lose their WS and BS (to a 1), and must face the onslaught of a melee
oriented army with that both when charged… and their next turn thanks to
Warpflame Strike. Bon apatite
For other Chaos Articles:
More Chaos Bloginess!
For other Chaos Articles:
More Chaos Bloginess!
Great read. Been reading your stuff on dakka as well. Thank you so much :D
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