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===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.
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