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63 Celestant-Prime

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About DodgyRoller

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  1. Let's Chat: Nighthaunt

    Saw this and the fact that it is a nighthaunt hero caught my eye
  2. Let's Chat: Nighthaunt

    I really value the light shard and the pendent I think they’re both super useful, it’s a shame there’s no battalions for nighthaunt, otherwise I’d take both, I’m curious to hear what people think about the one that makes you a wizard and whether anyone thinks it’s worth it.
  3. Let's Chat: Nighthaunt

    I’ve found that if you take a big unit of spirit hosts it cries out for mystic shield and the only reason I haven’t run a big unit of them is because I feel the mourngul/s need it more but I would like to try out a big unit with the re rolls to hit.
  4. Let's Chat: Nighthaunt

    I played a gd mix of armies first game was against a mixed order gun line, which with a double turn turn 1+2 was able to shoot off my blood knights and mourngul after that he shot a spirit hosts then moved across the board and took my objectives in scorched earth. Game 2 was against stormcast in starstrike, this game I got the major win after blood knights killed so much he had a celestant prime that he brought down turn 2 and charged the mourngul, the mourngul won thanks to the -1 to hit also 3 spirit hosts killed a lord aquillor in 2 turns doing 5 wounds in one turn my highest amount ... ever. Game 3 was against mixed destruction in battle for the pass, 2 mistakes charged the mourngul into a frostlords on stonehorn instead of going for his back field objective, the mourngul died; I was still in the mindset of the old warscroll. The second mistake was holding back instead of throwing everything forwards and not deploying something in the spirit world defo recommend it in that scenario. Game 4 was against ironjawz playing duality of death this game was only going to go one way he got a giant on one objective and I got the mourngul on the other, it came down to kill points which ironjawz are much better at getting than nighthaunt. Game 5 was against brayherds in total conquest, I learnt how fast brayherds are and also how bad blood knights can be only killing 6 unforced in the charge with a full unit but he wasn’t able to break through a wall on sprit hosts and it came down to kill points which gave me a minor win. Game 6 was knife to the heart against flesh eaters now seeing as neither of us had any shooting and I knew I wasn’t guna win the minor I dangled my blood knights hoping he would charge a ghoul king on terroggeist into them, which he did. However when I charged the mourngul in ( the extra 3” move from the pendent really helped ) I was hoping I could grind him out, I did not and he killed the mourngul which ended my long shot chance at victory. Ending the event on a major win, a minor win and 4 major losses.
  5. Let's Chat: Nighthaunt

    I totally agree
  6. Let's Chat: Nighthaunt

    I recently went to blood and glory with nighthaunt and I wanted to share my thoughts on the army I took. So the list I took was : Allegiance: Nighthaunt Tomb Banshee (80) - General - Trait: Cloaked in Shadow - Artefact: Pendant of the Fell Wind Cairn Wraith (60) Cairn Wraith (60) Vampire Lord (140) - Mount: Nightmare - Allies 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) 5 x Hex wraiths (160) 5 x Blood Knights (260) - Allies Mourngul (400) Reinforcement Points (0) Total: 2000 / 2000 Allies: 400 / 400 The list itself was very relaxing to play and I never felt there was a game that I couldn't win. So to break the army down= Allegiance abilities and artefacts/command traits = I went for the cloaked in shadow trait for my general which just gives +1 save which is awesome especially if you can get into cover so your sitting on a 2+ ignores rend save very nice (until someone mortal wounds you) for keeping your hero alive. For artefacts I went for the pendent which gives all nighthaunt within 6' +3 move, now I went for this over the re rolls to hit because in my head a one use artefact on a 4 wound model might not help at all. In terms of using the ethereal rulers rule I only used it in scorched earth to take and then burn an objective in hindsight I should have used it more but the nighthaunt element of the army moved so quick and my units were so small I don't think it would have made a difference. Heroes = lets start with the banshee... for 20 pts less I would just take another cairn wraith, her scream did nothing all weekend (killed 4 goblins) and she has the same amount of wounds as a wraith; speaking of which I love these guys their cheap occasionally do stuff and are great at killing ard boyz apparently not to mention they give me a death save so I would defiantly include at least 3 if not 4 of these. Host's and hex wraiths = the spirit hosts were fun to use they would either kill a 7 wound hero in a turn or do nothing as far as battleline go they were fun to use and really survivable, in hind sight I think I might try a big unit of these just to have less drops but then you loose the ability to jump into terrain and sit there with a 3+ save, there is defiantly tactics involved with how big you have your spirit hosts units. The hex wraiths I had painted and look cool but I just don't think they had a place in the list I ran I would like to try a big unit of 10 as a mobile tar pit but I think host's do that better not sure on these guys. Mourngul= Since his war scroll changed I have wanted to use him to see what he could do, the answer is very mixed. In half the games when he got into combat he would either completely fluff or he would hit with loads but then the -1 rend wouldn't do enough and he was left getting bogged down, in a nighthaunt army you obviously don't have a lot of units to choose from so I would defiantly include at least one but I think you need 2 teaming up on a unit now to seriously put the hurt down, still with mystic shield he would not die easily at all. Allies = The vampire lord was put in for the one reason of I didn't want to use my artefact to make my nighthaunt hero a wizard, plus his generic spell of - 1 attack helps the armies survivability a lot. However 5 wounds and a 4+ save meant he died almost turn 1 in every game so unless you take 2 for 280 im not convinced he's a necessity and I think putting in Arkhan would give you a much better wizard. The blood knights on paper are amazing but after the event I realise why they are 260, they are very good just not great a combination of bad dice rolls and meant that they didn't really do much and I feel afterwards that their points could be better allocated to a second mourngul, still very fun to use and I can see why people like soul blight. So that's a brief rundown on my thoughts of the army. Like I said I really liked playing the army but the lack of shooting, magic and the fact that there are not a lot of synergies in the war scrolls really hurt. This would be the list I would run now having played a few games= Allegiance: Nighthaunt Leaders Cairn Wraith (60) - General - Trait: Cloaked in Shadow - Artefact: Pendant of the Fell Wind Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60) Arkhan The Black Mortarch of Sacrament (320) - Allies Battleline 3 x Spirit Hosts (120) - Nighthaunt Battleline 3 x Spirit Hosts (120) - Nighthaunt Battleline 3 x Spirit Hosts (120) - Nighthaunt Battleline 3 x Spirit Hosts (120) - Nighthaunt Battleline 3 x Spirit Hosts (120) - Nighthaunt Battleline Behemoths Mourngul (400) Mourngul (400) Reinforcement Points (0) Total: 1960 / 2000 Allies: 320 / 400
  7. Seraphon at the GT FINAL 2017

    Allegiance: Seraphon Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Astrolith Bearer (160) Skink Priest (80) - Priestly Trappings Battleline 15 x Saurus Guard (300) - Seraphon Battleline 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers Units 6 x Ripperdactyl Riders (280) 5 x Chameleon Skinks (120) Behemoths Bastiladon (280) Reinforcement Points (400) Total: 1600 / 2000 Allies: 0 / 400 the last 400pts im not sure about I would like some for summoning and a balewind vortex, the idea of summoning a unit up to 30' away is sooo tempting and maybe some more saurus guard but seeing as you get 15 in a box I don't think I would add any more. hard to say with out playing the list #proxyarmy
  8. Seraphon at the GT FINAL 2017

    So last weekend I attended the AOS GT final at Warhammer world, originally I wanted to take night haunt but unfortunately wasn't able to get the army done in time, I was however fortunate enough to have a friend with a very large seraphon army. The army I used was obviously not the most thought out as I wrote it in the queue to register but I was really excited to be trying out a new army with new allegiance abilities etc.. and thought Id write my thoughts on seraphon if I were to start an army in the future. So the list I took was ... Allegiance: Seraphon Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Scar-Veteran on Carnosaur (240) - Warblade Saurus Oldblood on Carnosaur (280) Battleline 15 x Saurus Guard (300) - Seraphon Battleline 10 x Skinks (60) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Meteoric Javelins & Star Bucklers Units 6 x Ripperdactyl Riders (280) Behemoths Bastiladon (280) Stegadon (240) Reinforcement Points (0) Total: 2000 / 2000 Again not the strongest build by any means but going into the event I was just happy to be playing AOS tbh so and at the end of the day loved the army. So to begin with the Slann was very useful to the army, I would say he was essential as he does add a lot (3 spells, constellations and of course his command trait), his command trait which allows 2 units to teleport instead of 1 was awesome it allowed a relatively slow army to out manoeuvre other armies; and that allegiance ability I feel is soo pivotal in certain scenarios like total conquest and scorched earth. The artefact I took on the Slann is basically seraphon's version of the ring of immortality and ... it never came into effect as he never died in any of the 6 games, lucky frog. However considering how important the Slann is to the army I would defo take it again. So battleline lets talk about them so in the list I took I had 15 saurus guard and 2 x 10 skinks, the saurus guard I really enjoyed 2 attacks each 3's to hit and wound they can put out a fair amount of damage and keep them near a hero (typically the Slann) they have a 3+ save that ignores -1 rend couple that with a mystic shield and they are super tanky, until mortal wounds turn up. The one thing im still not 100% sold on is whether they were worth their pts one bad match up and they can die very quickly and you do need to build your list to make them really good, but I was super happy with them and I would try them in a lot of lists in the future but you could drop them take a 3rd unit of skinks and have 240 pts to play with. Speaking of which the skinks, the true heroes of the battleline, on paper their ability to retreat from combat looks cool but people were aware of this and typically attacked them first but that does add a lot of tactical choices especially if you have multiple units in combat, one will get away. Again coming back to board control/ speed of the army, throwing 10 of these lizards around the board on objectives that your opponent has left unguarded was really fun. All in all the battleline was solid and I would take those units again. The big dinosaurs were put in the list cos my friend who I borrowed the army from thought it would be cool to take 4 big dinosaurs, and it was... stomp stomp stomp. The 2 Carnosaurs were tbh a let down in almost every game, don't get me wrong they are only 240 and 280 pts so your not spending 400pts on 1 monster but they didn't really feel like they added anything to the list, they were super cool to use until they charge 15 night runners and kill 1... lol. The lack of rend hurts, their armour save isn't great (mystic shield was busy when they rang) I would try the Oldblood again but the big factor was they don't add anything to the army that something else cant do better, but I enjoyed them and like I said they are pretty cheap. Now the Stegadon actually surprised me I had the giant bow on it cos I wanted some shooting in the list and in combat its not that bad -3 rend is also very useful, it was a gd solid unit in all the games and with ability to teleport it (again such a cool ability) I really liked it however it is overshadowed by the next unit; the Bastiladon. In the new generals handbook I think 1 in a list is essential the first scenario duality of death I threw mystic shield and teleported it onto and objective, which I think its fair to say won me that game, and for 40pts more than a Stegadon its not a hard choice. Now in every game I found that its shooting attack even with the right constellation wasn't great not bad but not broken, I would defo take 1 just to camp on an objective and have some shooting. And then finally the last unit I want to talk about the Rippers... omg I love rippers. Now placing that bloat toad doesn't happen until your 1st hero phase so you do get some idea where enemy units may be when your rippers engage them although towards the end of the event I think its safe to place the toads near an objective or in the center of the board. However they are very situational they are super duper amazing against anything with a 5+ save then they obviously get a lot worse against good save but its a dice game and making your opponent roll armour saves means they will fail some which is why I really like them, they murdered 30 skeletons in a turn which is always fun and then 3 rippers killed a vermin lord deceiver on full wounds in a turn. The kind of downside is they die very quickly 5+ save that ignore -1 rend is okay at best, overall super cool unit that I would include in almost every list. So the army as a whole was a lot of fun to play the allegiance abilities make the army soooooo tactical being able to teleport units multiple times in one game is cool, making your opponent think about where you could be can be huge in game, as they could rush forwards to try and charge you and then bam ... not there anymore. I am strongly considering doing an army of them at some point in the future and this event gave me the opportunity to fine tune the list that I would take, overall seraphon are awesome and when people get armies painted I think we could see people doing very well with them at events.
  9. That's a very interesting list I think anything that can ruin your opponents shooting phase will definitely do well if you get the right match ups but as you said that list plays well against anyone relying on bonuses to hit. I'm expecting to see a lot of tzeentch, stormcast and mixed destruction at the event, and big blocks of plague bearers would do well in most matchups especially if you can go first; things like thundertusks that don't roll to hit could course issues against non experienced but that's what the sky fires are there to do. Also I wonder how many sayl the faithless' we will see as his spell is still really good. Sent from my iPhone using Tapatalk
  10. I've always thought it stacked could be in the FAQ, but rules as written I would argue it stacks Of course the counter argument could be can a unit be affected by the rage of khorne rule more than once; you could also ask can a unit be buffed by a kharadron overlords chemist more than once Sent from my iPhone using Tapatalk
  11. I took the kunnin rukk to heat 3 and the big boss died to shooting turn 1 in every game except 1 and tbh I expect the same will happen to the bloods creator too which is why I've included 2 in the list, plus he does 2 things with his portal of skulls which a lot of ppl forget about
  12. So I recently attended heat 3 at whw with 2 frostlords on stonehorns and the kunnin rukk and qualified for the final (only just), but I realised after that I was really bored of the list I was running and wanted something different for the final ( and blood and glory later but the year). So I sat down over a few evenings and wrote some strange lists factoring in what I'm likely to face, what I like the look off and something that you don't see that often I.e. Not tzeentch cos that's everywhere. Needless to say that a few armies stood out but blades of khorne and kharadron overlords stood out the most, both are solid factions but both play very different; the list I wrote for khorne contains a lot of bloodletters as part of the murderhost backed up by the gore pilgrims which having played 2 games with I feel works very well, however the list does contain a lot of models not only to build and paint but time consuming to use play while the overlords is a lot less models focuses more on shooting and the games should go quicker. So the big question is which do I go for and will the gbh2 affect the lists that I've taken, simply put I won't know until I have it in my hand so I'm not going to think about it, so I thought which would I prefer to build and paint and the answer; I like both equally. But then I thought what are we most likely to see at heat 3 and my money is on overlords. So while I make my mind up what is everyone else planning on taking to the final I would love to know. Sent from my iPhone using Tapatalk
  13. SCGT what I learnt

    So this year like last year I had an amazing time played 6 total gents and unlike last year felt like I had the potential to compete in every game. The list I thought was strong and could have been really good if I had more experience with the army overall I got 2 major wins 2 minor wins and 2 major losses, 1 of which could have easily... easily avoided and been a major win if I had simply deployed the kunnin rukk better and thought about target priority more (bloody mangler squig) also coming away from the event there are small changes I would make. The megaboss is awesome for his points however he never did anything for me other than use bellowing tyrant on the arrowboyz and with movement 4' he was really slow and I felt something like a orruk war boss on boar with a shield would have been more fun to use, also the wardokk is the only destruction wizard I have painted which is why he is in the list and if I play around with the points abit I might be able to squeeze in 2 thundertusks and 1 stone horn which would give the army some more mortal wound output which was a massive weakness of the army over the weekend #stardrake.
  14. Three Places of Power Q

    So to answer your first question if one of your heros kills an enemy hero holding an objective it has to be the hero that killed the enemy hero, and the second question if your hero moves away then one of your other heros can move and take the objective.
  15. The SCGT Preparation Thread - Destruction Edition!

    I think you need 1 more battleline unit Sent from my iPhone using Tapatalk