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RuneBrush

AoS 2 - Nighthaunt Discussion

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1 hour ago, Garxia said:

Haven't seen any rule in the battletome  that doesn't allow to deepstrike the General, maybe in the GHB?

Otherwise, fully agree with your spells/items list.

I also haven't seen this anywhere, an am working on building a list before I start collecting. Can anyone clarify?

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I dunno, from all I can find it is fine to deep-strike the general.  I do not see why you couldn't.

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17 hours ago, bonzai said:
Spoiler

 

I have been struggling with the same battalion on the previous page for my wife's army.

I am on the fence about large units of myrmourn banshee. On one hand they are great anti magic units. On the other, I am not thrilled about their combat ability. Also if the opponent doesn't cast spells then they are kind of a waste.  I have a hard time justifying multiple large units of specialist units, but I guess play testing will show how they perform on the table.

Harridans however, are even more punchy than the reapers, plus they reduce your opponents hit rolls by 1. I kind of like them. Plus with Lady Olynder and Geminids you can stack two more to hit debuffs. I just wish that they were about 10 points less expensive and or battleline. I kinda want to run units of 20. 

My problem with my list is that I get pulled in too many directions. You need offence, casting, anti casting, debuffs, and healing. It's really hard to fit everything you want into one list. I'm hoping it will get easier with some play testing.

I may drop the battalion all together and try this list;

Heroes
Lady Olynder- General, w/ lifestealer 240
Banshee 80
Spirit of Torment 120
Spirit of Torment 120
Guardian of souls w/ lantern of Nagagishizzar, soul cage 140

Battleline
10 chainrasps 80
10 chainrasps 80
10 chainrasps 80

Other
4 myrmourn banshee 80
20 dreadscythe Harridens 320
20 dreadscythe Harridens 320
Mournghoul 300

Endless Spells
Geminids 40

Total: 2000

Battleline is still light, but it has all kinds of penalties to hit debuffs, lots of healing, and it's a bit more focused on what it wants to do.  Hate to say it, but I kind of like it better than the bravery shenanigans. If the list kills enough, they will still deal with battleshock anyways.

Hmm... I'll have to talk to my wife. If I drop the banshee and myrmourn I could buff up a unit of chainrasp for a battleline unit with bodies. But she wanted to represent the ghost chic's so we will see. Lol

 

I do like the stacking -to hit debuff! Though I am skeptical how often the Harridans' will come into play without bravery debuffs. That said, I do still want to play with the battalion, I like the idea of attacking the bravery axis - so what do people make of the following? Basically I have lost: The gravetide and a command point, and swapped 2x12 banshees for 2x15 harridans, and the spirit torment for a harrow.

Allegiance: Nighthaunt
Mortal Realm: Shyish

Leaders
Lady Olynder (240)

- Lore of the Underworlds: Soul Cage

Reikenor the Grimhailer (180)
- Lore of the Underworlds: Lifestealer

Dreadblade Harrow (100)
- General: Supernatural Horror
- Artefact: Midnight Tome
- Lore of the Underworlds: Shademist

Tomb Banshee (80)
- Artefact: Blade of Dark Summons

Battleline
10 x Chainrasp Horde (80)
10 x Chainrasp Horde (80)
30 x Grimghast Reapers (360)

Units
15 x Dreadscythe Harridans (270)

15 x Dreadscythe Harridans (270)
4 x Myrmourn Banshees (80)
4 x Myrmourn Banshees (80)

Battalions
Shrieker Host (140)

Endless Spells
Ravenak’s Gnashing Jaws (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 107

7 hours ago, Wraith said:
Spoiler

 

Myrmourn Banshees are comparable to Wanderer rangers. Fragile but able to bring down monsters with their D3 -2 rend attacks. The unbinding bit is just a bonus that gets you extra attacks and prevents spells taking effect.

 

The Harridans are a bit of a tax in the Shrieker Host. But in minimum sized units I think they can still be useful as speed bumps and screening units.

 

With the fancier NH builds, which involve the ladies from the grave, one has to take a more elvish approach, I feel. It’s not a muscular build but rather more a ability focused build. To make it work requires a good deal of knowledge of what the rules are for this army and what the rules for opposing armies are and which abilities to use against which opposing units and when to do so. And of course  making intelligent use of the Underworld deployment ability.

 

A feminine build won’t absorb a lot of punishment, thus won’t cope well with mistakes and therefore can’t be considered a forgiving list. With practice and much thought, your wife could have a very powerful list. But it isn’t the easiest army to succeed with. Well, unless you understand how to use it. Then it would be quite easy to win. Much like Eldar in 40k. 

Edit: I forgot to add, it is the hero’s in elven builds that do the damage.

That is a good point - in theory I have Banshees for elites and monsters, Reapers for hordes, and lots of MW output to deal with heroes. So a reasonable balance. Assuming you prefer my old list to the one above this then?

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I got the store birthday version of the GoS. he has a special lantern and a unique spell (which is mentioned in the chainguard battalion, if you have ever wondered what the second spell there is 😀). the spell sounds good, as he allows a unit to move 6", retreat and charge

 

20180712_200421.jpg

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10 minutes ago, tea_wild_owl said:

I got the store birthday version of the GoS. he has a special lantern and a unique spell (which is mentioned in the chainguard battalion, if you have ever wondered what the second spell there is 😀). the spell sounds good, as he allows a unit to move 6", retreat and charge

 

20180712_200421.jpg

This guy is a must have for a Chain Guard formation.  You can heal 3d6+3 Chainrasps with the formation, since Temporal Translocation and Spirit Lure are not the same spell so you can cast both on the same unit if need be.  That is best case 21 rasp models revived a hero phase with nothing else.  The question really is, how do you go about getting this version of the Guardian of Souls, other than this screen shot where can we get this warscroll?

Do we literally have to drive potentially hours to our nearest GW store to find one?

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Why do people keep posting lists in this main thread instead of creating a thread of their own for critiques about a list? 

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27 minutes ago, Nevar said:

This guy is a must have for a Chain Guard formation.  You can heal 3d6+3 Chainrasps with the formation, since Temporal Translocation and Spirit Lure are not the same spell so you can cast both on the same unit if need be.  That is best case 21 rasp models revived a hero phase with nothing else.  The question really is, how do you go about getting this version of the Guardian of Souls, other than this screen shot where can we get this warscroll?

Do we literally have to drive potentially hours to our nearest GW store to find one?

You can't get 3d6+3 it's 1d6 maybe +3 or 2d6+3 because the gos with lantern get Spectral Lure and the GoS with hour get temporal translocation and you only get one of the GoS in the battalion 

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1 hour ago, tea_wild_owl said:

I got the store birthday version of the GoS. he has a special lantern and a unique spell (which is mentioned in the chainguard battalion, if you have ever wondered what the second spell there is 😀). the spell sounds good, as he allows a unit to move 6", retreat and charge

 

20180712_200421.jpg

This guy seems great, you can teleport him and his friends to 9" and if they fail the charge, they can't be countercharged next turn cause of the Glass. The spell is also great, gives another opportunity to get the +10 charge bonus combat round and movements spells are always good.

Unluckily, this doesn't stack with Chainguard battalion as said before, because the spell should be cast by the battalion's own Guardia of Souls, so no double chainrasp regen 😢.

Edited by Garxia

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50 minutes ago, Nevar said:

This guy is a must have for a Chain Guard formation.  You can heal 3d6+3 Chainrasps with the formation, since Temporal Translocation and Spirit Lure are not the same spell so you can cast both on the same unit if need be.  That is best case 21 rasp models revived a hero phase with nothing else.  The question really is, how do you go about getting this version of the Guardian of Souls, other than this screen shot where can we get this warscroll?

Do we literally have to drive potentially hours to our nearest GW store to find one?

Even worse, I think you can only get it during the store anniversary celebration 😞 Mine just had theirs in May.

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1 minute ago, Somnicide said:

Even worse, I think you can only get it during the store anniversary celebration 😞 Mine just had theirs in May.

Mine is in about 3 weeks

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Why am I seeing a bunch of Min Chainrasp lists here of late?

A blob of 20 or 40 rasps is a must IMO - except for maybe Cav lists 

Cheap Hordes FTW

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15 minutes ago, Ahn-ket said:

Mine is in about 3 weeks

I am jealous. Are you in Southern California by chance? I'd be willing to drive...

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23 minutes ago, Somnicide said:

I am jealous. Are you in Southern California by chance? I'd be willing to drive...

No I'm from Germany near the Swiss border 

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1 hour ago, Garxia said:

This guy seems great, you can teleport him and his friends to 9" and if they fail the charge, they can't be countercharged next turn cause of the Glass. The spell is also great, gives another opportunity to get the +10 charge bonus combat round and movements spells are always good.

Unluckily, this doesn't stack with Chainguard battalion as said before, because the spell should be cast by the battalion's own Guardia of Souls, so no double chainrasp regen 😢.

unfortunately, this won't work because you teleport out of 9" and the ability is within 9". nonetheless, it makes even the 3" charge less likely to activate, not to mention that units more than 6 1/2" away can't get a successful charge (without any +charge buffs)

the model is 25€, or for free if you order for 180€. it's basically a GoS with a sand hourglass instead of the lantern, so it's easily convertible and the scroll can be used as seen above. I think the most you can revive is d6 (lantern) + 3 (nagashizzar lantern artefact) + d6 (from battalion).

the Sand hourglass could be taken from the batlemage sets as I used for my cairne wraith

 

Screenshot_20180712-221713_WhatsApp.jpg

Screenshot_20180712-221726_WhatsApp.jpg

20180712_221658.jpg

Edited by tea_wild_owl
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26 minutes ago, Ahn-ket said:

No I'm from Germany near the Swiss border 

Wait! What store had an anniversary?

(I am from down there too)

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Just want to take the time to say the all the new Nighthaunts, but especially the mounted Knight of Shrouds are absoloutely incredible miniatures.

Its amazing to set it alongside some of my oldhammer minis and see how far the quality and imagination have come in the last 20 years.

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6 hours ago, Neck-Romantic said:

Just want to take the time to say the all the new Nighthaunts, but especially the mounted Knight of Shrouds are absoloutely incredible miniatures.

Its amazing to set it alongside some of my oldhammer minis and see how far the quality and imagination have come in the last 20 years.

That's totaly true, and so easy to build. On the dark side, mixing them all (super old ones with latest ones)  looks sometimes really weird (not same size, sculpting, square vs round bases etc...)

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Is there a matched play point cost for the anniversary GoS? The battle tome and ghb only have the regular lantern version

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Noob question but if you have a unit half within range of a hero for death save, can you kill off models out of range until the whole unit is within range and then get the save for the remaining models? 

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Would be super cool to do the Knight of Shrouds on Ethereal steed like that Drogskol cavalry :o

Edited by Mikeymajq

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4 hours ago, Spears said:

Noob question but if you have a unit half within range of a hero for death save, can you kill off models out of range until the whole unit is within range and then get the save for the remaining models? 

If you are using the nighthaunt loyalty, no, since it clearly states a model in a unit wholly within 12".

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So that is measured when you begin taking wounds rather than when each wound is allocated?

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Good question; I would measure, see how many are outside range and they would be allocated wounds first, and any wounds allocated to those within range would benefit

Edited by Neck-Romantic

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