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==Warscrolls== The common keywords of these warscrolls are: '''DEATH''', '''MALIGNANT''' and '''NIGHTHAUNT'''. ===Leaders=== ====Named Characters==== *'''Nagash, Supreme Lord of the Undead:''' (955pts, Behemoth) Of course, your massive Skelepope remains the mightiest and most powerful of heroes, costing about half of an average army's allotment. Not only does he know every spell in the Lore of the Underworlds (plus the two he personally owns), but he can also control the entire magic phase thanks to all of his special boons. On top of this, he's also able to raise 3 wounds worth of models (plus another model due to a separate buff for your spells) for up to 5 different {{AOSKeyword|Summonable}} units, making him a very powerful support. This does unfortunately leave him being relatively fragile for such a massive model with 16 wounds and a 3+ save with a 4++ ward against mortal wounds. This makes him very vulnerable to any artillery and enemy monsters that can throw a punch. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf Lady Olynder, Mortarch of Grief]:''' (215pts, {{AOSKeyword|Emerald Host}}) First new Mortarch since the End Times and your faction leader, making her always general. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee and in every shooting phase picks an enemy unit within 12" and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and once per battle she can raise d6 wounds worth of models for every {{AOSKeyword|Summonable}} unit on the board. In addition, she has a 12" bubble that lets her negate enemy commands issued on a 5+, letting the enemy waste their command points while you can keep pressing your advantages. If you're looking for a support general it's a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn't use a command point. Olynder isn't really a support unit like her model suggests; she's an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since hers is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with. ** Be careful using this gal. While 7 wounds with a 4+ unrendable save and a 4+ ward is good, the fact that she needs to be fairly close to the fighting makes her more vulnerable. ** Unlike the mounted Mortarchs, Olynder isn't a monster and does benefit from the Look Out Sir, which coupled with her unrendable save and ward increases her survivability. Despite that, her low wound count and lack of healing makes her debatably the squishiest Mortarch compared to Arkhan (14 wounds, "heal up to six wounds a turn if he kills something in combat", 3+ armor, 6+ ward and rocking a 3 wound auto-heal per turn), Katakros (20 wounds, 3+ armor, 6+ ward and the option to auto-heal 3 wounds on himself a turn), Mannfred (14 wounds, 3+ armor, healing up to 6 wounds a turn if he kills anything in CC, 6+ ward and negating the first wound or mortal wound he suffers in each phase) and Neferata (14 wounds, 3+ armor, healing up to 6 wounds a turn if she kills anything in CC, 6+ ward, her immune to rend spell and her 1- hit debuff aura). **<ASSEMBLY TIP> Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don't want to be the one grieving. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:''' (180pts, {{AOSKeyword|Grieving Legion}}) The General Killer. Usurper. Nagash's Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+/-3/3, a hefty boost with the new battletome. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which means a lot more with all the commands that now populate the game. There's really not much else to say about him, fly him into your enemies behind and wreck face. ** When Kurdoss was first resurrected he said "Kurdoss does not serve!", "But neither does he rule!" said the two Servants beside him and they laughed! ** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn't exactly too tough. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:''' (165pts, {{AOSKeyword|Grieving Legion}}) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting a1 to hit and wound enemy wizards and priests plus dealing automatic wounds on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12", plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12" or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it. ** Since you can't ally in Arkhan outside of a Grand Alliance: Death army, and Arkhan no longer gains the spells of nearby '''DEATH''' wizards, Reikenor is definitely your go-to caster for Nighthaunt. *'''Awlrach the Drowner:''' ({{AOSKeyword|Grieving Legion}}) A surprise new hero for the new battletome. He's also pretty flimsy with 7 wounds but he's a quite nimble at 10" and his weapon has a 3" reach and 3+/3+/-2/d3. His charges make his weapon even deadlier by dealing d3 extra attacks and dealing d3 mortal wounds on the target of his charge, making him another usable assassin, though without magic. All he does get is a command ability that allows him to redeploy a squad each movement phase, which is insanely useful for setting up your army. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:''' (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she's a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3", hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6" of a point 18" away from her; if the roll is either greater than the target's Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:''' (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he's pretty tough. With basically a Vampire Lord's melee profile (Damage 2 instead of D3) he's not a pushover. His Command grants Nighthaunt units WHOLLY within 12" +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he's absolutely fantastic. He's tough as nails and regenerates if you kill an enemy '''HERO'''. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll. **With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn't cranking out the MWs like he used to. Plus, with the new book, there's not a lot of units that necessarily need that bonus, or can actually fit with his 12" aura, thanks to the accursed Wholly Within change. Plus, he's only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:''' (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18" instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord's ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES's command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that's coming from the underworld. **Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:''' (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18" '''or''' resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9" add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts. **Suffers from the "I'm so good at supporting the army that everyone guns for me" syndrome. Many NH players find their guardians dying real fast when people figure out they're the key to victory! Be sure to surround them with bodies and even then aren't protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you've got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model. **One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian's unique Spectral Lure spell from restoring d6 wounds to D6+3 - it's a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably. *'''Guardian of Souls with Mortality Glass:''' Same as above, but instead of buffing wound rolls forces enemy units within 9" to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24" of the caster to make a normal move of 6" that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it. **As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he'll get a release with a new book. But for now, he's strictly narrative only. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:''' (115pts) He has average defensive stats but packs a surprising punch in melee thanks to his chains. He also heals units or restores models for a {{AOSKeyword|Summonable}} unit within 12" at the end of each combat phase, regardless of any damage dealt. **Arena of Shades has sadly robbed the re-roll aura, conferring that to the chainghasts, but it remains just as reliable a rezzer for your troops. In addition, its weapon now deals a flat 2 damage so you don't have to worry about potential stragglers from a bad damage roll. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:''' (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3" in melee. That last ability is the only real reason this would be worth taking, and even then he's probably not worth the points. *What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:''' (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he's not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9" from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab. **Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don't really offer much damage, they don't have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. **with the expansion of generic command ability. They can reliably deal them out at any time. ** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:''' (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn't completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2" range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they're charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much. ** The big reason to grab the Cairn Wraith is for his crowd control. While useless against heroes, he gains a number of attacks next to the number of enemy models within 3" of him, letting him get a stupid number of attacks against hordes like Skaven and Gloomspite Gitz. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:''' (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that's pretty decent) and a scream attack for shooting. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 12" range on her scream, she can deepstrike in and still fire off a scream; while this won't do much damage, this is still a great way to throw some wounds at the enemy with a lucky roll. ** While her screams no longer damage based off of Bravery, she does have a new ability in the charge phase that can force enemies to spend more command points to issue orders for the turn on a 4+, which can be pretty troubling with the right setup. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:''' (120pts) New Nighthaunt hero. They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend. Sadly, he no longer boosts ward saves, but if he's within 12" of any terrified enemies he can use that to make any friendly ghosts within that bubble reduce all damage taken by 1. With the right setup, you can make this guy something of a medic but it's too unreliable to be an auto-take. *'''Scriptor Mortis:''' (150 pts) Arena of Shades' new hero unit. These ghosts obsessively write down the history of the skelepope's empire and use those same books to damn its foes. During a hero phase, the Scriptor can damn a non-{{AOSKeyword|Death Hero}} and for each future turn, you roll a d6 and deal 2d6 mortal wounds if you roll below the round number. This sounds like a nice way to constantly deal damage, but this comes at the cost of being trapped to a rather meh melee attack. It also has a defensive perk, letting it distribute an incoming wound to a nearby pack of SUMMONABLE goons to keep it alive. ===Troops=== ====Battleline==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:''' ('''SUMMONABLE''', '''Battleline''' only in a '''Nighthaunt''' army, 125pts, Min:3). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be'lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an ''unmodified'' roll of 6, less synergy but you don't get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt's ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you're investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you're respawning them, as well as using their 4+ effectively. Also, don't forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:''' ('''SUMMONABLE''', '''Battleline''', 95pts, Min:10) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they're more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren't on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn. **When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you're going for a bit more of an offensive bent to them, using them in 20 with a buffing hero can see them do a bit of damage. A unit of 30 can really clog up the board and reliably take regeneration, your over units flying over the chainrasp fence to strike when an opportunity arises. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:''' ('''SUMMONABLE''', '''Battleline''' only in a '''Nighthaunt''' army, 155, Min:10) Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith's scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it's no wonder they're your most expensive Battleline. Hordes beware. **These guys have gotten into a weird position; in LoN and LoG, they're undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:''' ('''SUMMONABLE''', '''Battleline''' only in a '''Nighthaunt''' army, 150pts, Min:5) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3" of the enemy, so think of this ability as 12-3" if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. **One of the few units that can cause damage while retreating, which is done in the movement phase. Flying over a unit or two (<strike>don't forget your D6 run while retreating</strike> well, as of 3.0 you can forget it) counts for triggering their special ability. **If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach. **In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that's also there to take wounds for your boss. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:''' ('''SUMMONABLE''', 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they're engaged in combat (either if they're the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6" move and 1 wound a piece, these guys are slightly cheaper than everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability. **Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren't battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead. **Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:''' ('''SUMMONABLE''', 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they're fragile - Reinforcement is mandatory. **These ladies can kill; that's for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they're either in Spirit Torment, KoS or any other re-roll or hit modifier range. **Arena of Shades has taken away that hit bonus, but they do gain a +1 to their unbind rolls if they do have a full squad. This fortunately also applies to Endless Spells and doesn't deal any damage. This simplifies their uses a lot more and they got better offensively as each model now does two attacks. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:''' ('''SUMMONABLE''', 75pts, Min:2) Spirit Torment's best friends. So long as the Spirit Torment's on the team, they extend his "everyone within 12" rerolls 1 to hit" ability by also emitting it. In melee, their scourge weapons deal some beefy hits with 4+/3+/-2/1 that also work as one of your very few shooting attacks. **Their role is to boost the Spirit Torment's aura across half the table, and they're good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the ''only'' shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:''' ('''SUMMONABLE''', 190pts, Min:10, Battleline for a Scarlet Doom army) With an 8" move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they're near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they'll draw a lot of fire, [[DISTRACTION CARNIFEX|but even that can be useful]]. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s. **While Arena of Shades has cost them the buffs from their leaders, these guys remain pretty much unchanged aside from the fact that they can issue orders to themselves, giving them a bit of extra help without needing those leaders. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:''' ('''SUMMONABLE''', 160pts, Min:10, Battleline for a Quicksilver Dead army) They apply -1 to hit against enemy units within 3" of them after charging and +1 to hit and wound enemies within 6" that suffered wounds or lost models. Decent in melee, with -1 rend and a chance for extra damage, with 4 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. **The Quicksilver Dead make these Harridans more dangerous by negating any wards. This makes them even more dangerous against foes that rely on wards like daemons on top of their frenzy of attacks. *'''Craventhrone Guard:''' ('''SUMMONABLE''', 95pts, Min:5, Battleline if Kurdoss Valentian is in the army), The Arena of Shades has finally provided the <s>Nighthaunt</s> Death with dedicated shooting, and it does not disappoint. These spooks carry crossbows that shoot through cover to compensate for the rather meh 4+/4+/-1/1 at short range. While they have the ward save native to the rest of the army, they'll still need someone to draw attention before sniping down the enemy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:''' ('''SUMMONABLE''', 0pts) The Briar Queen's personal squad of six Chainrasps; can't be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3" of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines. ===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:''' (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14" movement with fly, and a 4+ ethereal save, it's not going down anytime soon. It has either a single shooting attack with a petty 10" range, but it does do D3 damage and has rend -3 or its regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have <s>4</s> 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers' Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. Its Evocation of Death works like this now: At the start of each battle round roll 3 dice, <s>on a 4+</s> on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle. *#'''Level 1''': Heal d3 wounds at the start of your hero phase and return d3 slain models to a '''NIGHTHAUNT''' unit within wholly within 12" of it. *#'''Level 2''': Re-roll 1's to hit for this model and can run and charge in the same turn *#'''Level 3''': After charging pick a unit within 1" of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds *#'''Level 4''': Can retreat and charge in the same turn. *#'''Level 5''': At the start of your hero phase, roll a dice for each enemy unit within 3" of this model on a 4+ deal D3 mortal wounds. ** While it's a bit of a mixed bag, the mix is all things that you want and your opponent doesn't want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts. ** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through its scythe. But once you get that second or third level, it's time to let this bad boy fly into the enemy and help finish off lightly wounded units. It's also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy. {{anchor|FWMourngul}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):''' (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat. Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by a 6+ Ward save. In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it's an unmodified hit roll, so a Knight of Shrouds on foot won't affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. Yet you have a whole army of synergies and rules to play with, so he has a place in your lists. ** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant. **The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and being the only Monster available for Nighthaunt (gaining access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks), he's a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws and the Stomp Titanic Duel can up his damage even further, and he can shut down enemy Command Abilities while being able to take some hits between his ghost saves, hit debuff and healing ability. He can't finish off whole units on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.
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