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Nevar

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Dracothian Guard

Dracothian Guard (7/10)

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  1. Popping in to see what the general opinion was of the new rules. Most of what I read is as expected. Only question I have... has anything in the leaks made anyone think the Crossboos are worth their points? I mean... battleline with Kurdoss isn't the worst... but even with auto wound on 6's their expected damage even firing every turn is laughable.
  2. It has been a long time since I posted here. In the gap of time I have sold a large portion of my Nighthaunt collection thinking to quit AoS. Later I was drawn back in playing Tzeentch. Regardless of my whims I always had a box in my closet of my converted Hexwraiths. They have been partially painted for years now, and the Shade-Host has been used in several Animosity Campaigns. The Emerald Host rules literally stopped an e-bay listing of my box of converted hexwraiths, and an eventual realization that my fickle ways would one day return me to my Nighthaunt has had me save my Nighthaunt for a future date. Now we have a new Battle-tome on the way, and my local store is getting extremely active in AoS 3... so behold, the Shade-Host rides. The Black Coach in the background is a final model to paint as a reward for painting my line horsemen. This is my x40 Hexwraiths all converted from Dreadblade Harrows. The Dark Marquees is a Reikenor based conversion, and his two command 'Dreadblades' have a banner and horn. I use them as dreadblades with whichever artefact makes most sense. Normally the Banner is the general so I can 'rally' units back to it, but the Emerald Host has forced me to make the Knight of Shrouds my general and I lose out on the theme but it still is fun. Doot Horse is usually the Pendant of the Fell Wind, his jaunty and ghostly tunes speeding up nearby shade-knights. I also have a book bearing dreadblade to represent the Arcane Tome or Midnight Tome but he is not yet painted.
  3. So... every single conversion is amazing. What I am jealous of is all the sallet helmets you have on your foot troops. Where did you find those heads, as I do not recognize them.
  4. My army of spooky horses is now at 2000 points... it has taken a long time and a lot of reposing and stuff, but I hope Hexes do well in the new battletome... since I have 40 Hexes plus their assorted heroes all converted. I don't have any pictures to hand except their victory lap after crushing some Ossiarchs.
  5. As far as I am concerned... as an OG Nighthaunt player before we even had a battletome... our faction was Fly, Ethereal, and Frightful Touch. When they started showing off the new units, I was -sure- we would see universal Mortals on natural 6's across the entire army. People here argued it would be overpowered at the time. Since then we have seen MW's on 5+ for spider goblins, MW's on all Vanari aelves on natural 6's plus spells to make it 5+'s. In modern AoS, extending Spectral Touch out to all of our units as a faction wide ability would be more than in line. Especially if it stayed natural 6's only. The whole fluff of Spectral Touch is that some of their hits phase through armor and reality... the loss of that as the faction defining thing in exchange for the Wave of Terror was a major sad for me. Essentially if they kept Fly, Ethereal, and extended Spectral Touch to the entire army, I would be a happy camper. Anything after that would just be gravy to me. Our 6+ MW's even replaces damage instead of being in addition to like all kinds of other units. Come on man.
  6. I know ALL are ONE in Nagash... but unlike an above poster, I hope Teclis comes in and lays Nagash low again and 'sets Death free' again. The Necroquake awoke our Nighthaunt, but it also enslaved our spooky boys. Before the Necroquake, there was a note about how the malignants were free willed and it was a mark of power for a Necromancer being able to bend a cairn wraith to his will. Now all the spooky bois are basically rabid dogs on Nagash's leash. It would be cool to see all the Death factions freed up again and the newly awoken Nighthaunt splintering a bit and becoming their indepenent selves again. Would be cool if we could have the 'Flesh Eater Court' style ability to be loyal or not in a spectrum like the mad cannibals. I started my Nighthaunt back before the Necroquake when we only had 4 models specifically because they were supposedly free from Nagash's slavery. So while the influx of models was awesome... the quite literal shackles added to most if not all the faction was a major downside for my narrative draw to the faction.
  7. Meanwhile across the realm of Shyish, far from Nacht'Tor and in the ruins left behind in the war for Bykaal, the hollow knights of the Einhundert stand vigil. The swift and impetuous Dark Marquees had led his Shade-Host across the minor underworld of Bykaal at the command of Reikenor. In the Shade-Host's wake drifted in more disciplined and patient wardens. As they stand silent vigil on the abandoned walls of Nacht'Tor, so to does their duty extend to other locations in Shyish when the will of NAGASH demands it. There were so few of the Einhundert in Bykaal when the night known as the Mallusnacht fell, that only one was present in the town of Bolyany when the vary crops the mortals toiled over rose up in violent revolt. This one is known by some in Fendale only as The Shrouded. Wrapped in equal measures of black plate and tattered shroud, the hollow swordsman observed the rising chaos with much interest. Mutated turnips and bloody masses of those that the animated crops killed were rising in horrific masses to slaughter mortal and ossiarch legionnaire alike. It became quickly apparent to The Shrouded that this was the justice of Nagash being wrought in the underworld of Bykaal after the Hammerhall interlopers had moved in to rename the towns and overturn eon long traditions. What was worse, there even stood a temple to the Betrayer-god Sigmar in the middle of the ancient Shyishan town of Bolyany. At first The Shrouded watched in silent and unseen incorporeal amusement as the mortals ran about attempting to muster a defense against their own tainted and animated crops. Yet, one mortal stepped out from the rest to level just blame at the feet of the azyrite cult and the betrayer-god's temple. Her name was Gertrude Brown, a simple woman of the town, a salt of the earth local whose generations could be traced back into the history of Shyish itself. As she rallied panicking survivors in the town square to attempt to hold out until the witching night was over, she also hatched schemes to use the night of horrors to drive Hammerhall and the azyrite cult out of Bolyany and by extension Bykaal. Still however, the hollow swordsman waited unseen. There was another who held to the old ways in the town, this one called 'The Eel Witch' who kept the customs and also seemed to have distaste for the Betrayers in her midst. Neither mortal's fates really mattered to the silent warden, and so he was content to observe and wait for the judgement of Nagash to finish the town in a mutated and monstrous oragy of turnip slaughter. It was when words of burning down the betrayer's temple and slaying its Lector started circulating in the circles of Gertrude Brown's followers that The Shrouded took notice. Perhaps all the mortals this night would perish, but driving out the betrayer's priests, or better yet sending the Lector to meet Nagash early, was motivation enough for the hollow swordsman to reveal himself and offer his spectral wavey flamberge to the cause. The plan was simple, the townsfolk were in an uproar and one had even crafted a shambling catapult of some kind. Other gathered torches and shouted about storming the temple. These would be the distraction that would pull the Stormcast defenders of the temple away from the Lector and his inner chamber, or so the knight in shrouds presumed. It seemed like a simple task to infiltrate the temple during the mortal's attempt to storm it by force. He would slip in unseen, only to materialize long enough to drive his sword through the Lector's back if he found the opportunity. If not, he had been a sword master in life, and in death he had become only more deadly. He could cross blades with even a Stormcast or two and come out on top, but he would not be able to take on the Lector and all of his retinue alone. The mortals and the turnips of Bykaal would play their role this Mallusnacht, and before the day came a Lector of Sigmar would be dead, and his temple set ablaze. NAGASH is ALL, and ALL are one in NAGASH.
  8. Actually I believe there will be Bladegeists in the mortal realms magazines. If there are, pick up a lot of them.
  9. I agree with this and is how I have always played them. This makes the 8" flying move even more important. Most of the 'extra' move you get from Blade's fall back is the next 2d6" charge they will roll afterwards. I can see an argument in the opposite way, but I don't think you can run as part of the retreat if you still want to charge.
  10. So some points about Blades that are often not considered when they get compared to other units. The unrending save is a better dice gate than the 4++ ward on the Phoenix Guard. The reason I say that, is because when an attack gets through your save, it converts to damage before you get your shrug. This means that PG while being legendary, get smashed by high damage weapons. When you receive say a six damage attack without rend. The PG have a 4+ save to cancel the entire attack, then a 4++ on all damage that goes through. Like you said, against rend - the PG are completely better in defense, but the moment you add rend, you start canceling -more- damage at the initial save than PG. As example, I play both Aleves and Nighthaunt, and the OBR catapult that does 5 damage is terrifying to my aelves, even the PGs, and I can basically ignore them as nighthaunt. Additionally, comparing them to PGs which are universally accepted as a 'very good' warscroll... Blades will basically always have 3 attacks instead of 2. With their 1" reach that means they will often just end up with a similar number of attacks as PGs with the same attack profile. However, Blades can receive +1 attack or +1 to hit from their Knight of Shrouds, as well as rerolling all hits from chainghasts and torments. If you have a guardian you can even +1 to wound. Those sort of buffs are harder to get on PGs. But ignoring buffs to be a more direct comparison, PGs and Blades will do similar damage, because the fall back and charge rule is coupled with the +1 attack when charging rule built into the Blades. Speaking of that rule... that rule is what makes Blades better than PG even outside of Shroudguard and without any other buffs. Blades can move 8" and flying which is amazing to begin. That movement means you -should- be able to control when and where your blades are engaged in combat. They should -never- receive a charge unless you have made a major mistake or you got double turned. Additionally, the blades should -always- be charging on your active turn. Even if you just fall back 3" to charge back in. This not only gives you the +1 attack from the rule, but also lets the Blades fish for Wave of Terror throughout the entire game so long as they are alive. Additionally it lets them disengage and charge back field ranged units, support heroes, or buff pieces. You can use the enemy screen as a slingshot to cover huge amounts of distance with decent charge rolls. Usually screens are not going to do any serious damage to Blades, and on your next turn you can retreat through enemy lines and charge deeper into their backfield, or use it to cross from the right side of the battle to the left or vice versa. This single rule on the blades makes them the best unit in the Nighthaunt book in my opinion without anyone even a close runner up. The only reason I have not fielded a list spamming as many of these guys as I can is because of the actual cost in real money it would take to collect so many. Additionally, a key tactic to keep your blades alive long enough to use that special rule is to split charge enemy units. As example, I normally take my shroudguard in 20 by 5 formations. One big block of 20, one minimum group of 5 plus the Knight of Shrouds It is difficult to keep two big blocks inside the buff radius anyways. If you are charging say, a full big block of hearthguard or chaos marauders or whatever... you charge the small unit of 5 blades at the back corner of the enemy unit, and then your massive block of 20 blades barely into the front corner. Unless you get a Wave of Terror on the big block, resist the urge to pile in too much, as the idea here is to keep as many of the enemy models in the middle of the enemy unit from actually piling in to get their attacks since the models have to pile in separate directions. This can leave nearly half of whatever you charged unable to pile in and fight. Very likely you will lose the 5 blades unit in the back by the time the next activation of your troops comes around, but you will very likely have preserved the vast bulk of the 20 blade block to do a closer ranged cycle charge, or to disengage and go fight elsewhere. I used this tactic to destroy huge blocks of Daughters of Khaine, because it prevented the DoK witches from overwhelming my blades with their buckets of dice. I lost the five blade unit but only lost a few blades from the main block which got returned to the battle via the Guardian of Souls. The following charge phase that allowed all 20 to make it into combat with the witches, plus the +1 attack from the Knight of Shrouds meant that my 20 blades could all attack with 4 attacks each, hitting on 3+ rerolling, wounding on 2's. Suffice to say they ruined that block of witches and lived nearly unscarred to move on and do it again elsewhere. I traded in essence, five bladegeists for 30 witches. And this example is actually the worst case match up. Witches throw massive amounts of low rend attacks, blades shine against more elite units with less attacks with higher rend, so this tactic can even the odds for your elite blades even against things like large hordes of low quality attacks.
  11. Shroudguard exists, and I have used them in double shroudguard which makes them nearly as good as Phoenix Guard at sticking around, especially with recursion.
  12. So my dilemma is that my army is currently a 3 drop and almost always means I get to go first. This lets me win by objectives often as I can snag objectives and then grind it out in the enemy deployment zone. The Deathriders add the Dreadblades into their battalions. In the DG battalion it is only the Hexwraiths, so any and all leaders becomes extra drops. That said, I saw there was another battalion that was mKOS and x2 Dreadblades that lets the mKOS use his command ability for free once a turn. So... seems like all of my Hex's can be in one battalion, and all the leaders in another, making me a 2 drop. However... with the points drops I was able to 'upgrade' my mKOS into Reikenor the Grimhailer, which means I had an almost completely guarenteed Cogs for the +2". So by taking a mKOS and his two dreadblades into a battalion, and the Hex's into the DG... I am at two drops but I lose almost all of my movement buffs. Although... having dropped all the Black Coaches means I can likely just throw Reikenor in as a third drop... Hmmm... I had actually been relieved that the DG was made not legal because then I didn't have to make all these decisions... *shakes fist*
  13. Question about the Deloras Guard battalion... I currently use double Deathrider battalions, which boosts the ability to get the Wave of Terror and gives you a +1 to charge. It requires a black coach though, and I am not super impressed with them. Deloras Guard gives +1 attack on charge, does that apply to the Wave of Terror combat also? Seems like I could potentially move away from Deathriders, but I am a 3 drop with them and I would go up in drops swapping to the DG battalions. As a Hexwraith affictianado which is the better battalion does everyone think?
  14. I ran double deathriders before the points drops. I also made it to the third round in the AoS Coach TTS tourny with it defeating Hallowheart and OBR and only losing to Lord Kroak and teleporting salamander spam. My list was a three drop which let me always go first. Allegiance: Nighthaunt Leaders Mounted Knight of Shrouds - Artefact: Midnight Tome - Soul Cage Dreadblade Harrow - General - Artefact: Pendant of the Fell Wind - Ruler of the Spirit Hosts Dreadblade Harrow - Artefact: Sword of Secrets (Old Ulgu Artifact) Battleline 10 x Hexwraiths 5 x Hexwraiths 10 x Hexwraiths 5 x Hexwraiths Behemoths Black Coach Black Coach Battalions Deathriders Deathriders Extra Command Points: 2 I have since changed the list after the points drops removing the Mounted Knight of Shrouds because I found I never had CP for his command ability since I used them all for charge rerolls, and replacing him with Reikenor the GrimHailer and a Chronomantic Cogs. +3 to your charge is really nice. I also had to remove the Sword of Secrets after the realm artifacts were retconned. I was also able to add a molevolent mealstrom and another Dreadblade Harrow. With this list you control the battle field and where and when you engage, but the Hexwraiths can hit like pillows sometimes. The way I beat OBR for instance, was just tying them up in their own deployment zone with a turn 1 sweeping charge and sticking around long enough to rack up a massive objective lead. Teleporting dreadblades really let you be where you need to and even can pop in to assassinate wizards and the like mid-late game. In my game against Hallowheart, a dreadblade was able to slip a charge between screens and assassinate the Lord Incantor preventing the everblaze comet from ever being cast. My coaches almost always can run and charge also on first turn, but that is a bit iffy based on their power up dice. I was using only the +3" from the Pendant and I could almost always cross the no mans land on turn 1. Now that I added cogs, my deathriders are stupid fast. Don't forget Hexwraiths can do Mortal Wounds in the movement phase, and with the Wave of Terror can do damage in the charge phase. Super important because a lot of special abilities trigger in the combat phase. For instance OBR have various gimmicks that trigger in the combat phase that lets them improve their saves etc. Damaging them in the movement and charge phase circumvents those defenses.
  15. The darkness was complete. The thing that was Keegan lead three wings of the Shade-Host's hexknights through a perpetual gloom that reeked of the living must of Ghyran, None but the squirming worms and reaching roots of the realm of life could have passed the way the Shade-Host detachment did. Only the spectral can ride through solid matter as if it were not there, and the echoing ghostly beat of hooves and jingles of spectral harness and chain was absorbed eagerly by the soil of the realm of life. His command had passed through the Gyreplunge riding along the underside of the water to avoid attention as much as possible, and once through the gate, the one who had been known as Keegan lifted a shadowy blade and pointed low. The ethereal heavy cavalry company rode down at a steep angle, toward the silty bottom of the Gyreplunge's watery exit, and straight into the solid earth below the waters. The darkness was complete, for they rode through solid earth, passed through worms and roots, and passed without a trace other than a slight withering of that which they passed through. Perhaps some particularly wise soul could understand the subtle signs of their malignant passing, but the vast majority of mortals would go on happily unaware that hundreds of spectral horsemen rode beneath their feet. The goal was simple, follow the one they called Ashavohlk to his meeting with the representatives of Hammerhall, and ensure that if there was to be any treachery, it would be at the hands of Nagash's minions and not those of the betrayer-god's children. Above the unseen companies of spectral cavalry, a very visible contingent of the ghostly horsemen rode in plain view amid Ashavohlk's retinue. They rode in double column surrounding a finely wrought coach of black wood. Inside the coach as with all of the feared Black Coaches, was a vampire's coffin allegedly filled with grave sand for the vampire's comfort. This was the official capacity that the Shade-Host had agreed to aid the expedition into Ghyran. This was the official capacity that the Hammerhall detachment were told of. Riding at the head of the double column was a specter swirling with black smoke and afterimage with a winged helm and a black blade that drank in the vibrant light of the realm as if it were a dry sponge. The Dark Marquess himself rode at the head of the column, having appeared as if from no where following the transition through the realm gate. A mortarch was in play, and that meant the greater will of NAGASH was at work in this undertaking. If anything were true, it was that The Dark Marquess would be where the greatest glory to NAGASH was to be found. Bringing final vengeance to the 'Expedition' near the end of the campaign would be sweet, and drinking the souls of the betrayer-god's children with his mirror dark blade would be... exquisite. His host could ride swiftly when unbound by secrecy and the need to move at the speed of the vampire's forces. Once this deal was done, the Shade-Host would ride with all speed for Bykaal and the final showdown with Besh. First though, to show the arrogant Hammerhall the folly of their hubris. Join in on the global Animosity Narrative Campaign here: https://animositycampaigns.com/
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