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As the Nighthaunt Taketh: A beginner's guide


EnixLHQ

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Current version: Age of Sigmar 3.0General’s Handbook 2021Nighthaunt 3.0 2022

Battlepack: Pitched Battles 2021/Seasons of War: Thondia

Edited by EnixLHQ

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This is a tremendous post.

A couple quick things. First is that the ethereal amulet does nothing for Nighthaunt. We're already ethereal, and allies can't take it.

Second, I'd definitely add Pendant of the Fell Wind as an artefact worth taking. The +3 movement is absolutely huge in a game of objectives when our models all have Fly.

Third, I'd definitely include endless spells. Chronomantic Cogs is such a useful spell for Nighthaunt, that I feel that it needs to be mentioned. Using Reikenor to cast Purple Sun or Geminids is also really fun/useful.

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13 minutes ago, dmorley21 said:

This is a tremendous post.

A couple quick things. First is that the ethereal amulet does nothing for Nighthaunt. We're already ethereal, and allies can't take it.

Second, I'd definitely add Pendant of the Fell Wind as an artefact worth taking. The +3 movement is absolutely huge in a game of objectives when our models all have Fly.

Third, I'd definitely include endless spells. Chronomantic Cogs is such a useful spell for Nighthaunt, that I feel that it needs to be mentioned. Using Reikenor to cast Purple Sun or Geminids is also really fun/useful.

How funny. Ethereal was supposed to be Fel Wind. I referenced it enough in the article, but when I copy/pasted I didn't catch that. I'll fix that soon.

I'll definitely add some Endless Spells soon.

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Slitter: After picking this weapon's carrier to fight, but before they pile in, select an enemy model within 1" and roll a dice. If greater than the model's Wound characteristic (which is current wounds, not total), that model dies.

Really excellent write-up. Thank you for this! One correction though, “Wound characteristic” is not the same as “remaining wounds.” It refers to the maximum number of wounds on the warscroll. This is the same mechanic as the Megaboss ability “strength from victory” for Ironjawz.

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1 hour ago, Nogginnocker said:

Really excellent write-up. Thank you for this! One correction though, “Wound characteristic” is not the same as “remaining wounds.” It refers to the maximum number of wounds on the warscroll. This is the same mechanic as the Megaboss ability “strength from victory” for Ironjawz.

You're right. A "characteristic" is what's labeled on the warscroll, but can be modified. Damage isn't a modifier, it's an allotment of wounds. I'll change that later.

Also, dispelling is FAQed to be a "start of the hero phase" action, so I'll update a tactic concerning that, as well.

Thanks!

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Unfortunately, since Nimbus of Power and No Rest for the Wicked take place during the hero phase, and not the start of it, models returned with those abilities won't benefit from the buff.

What do you mean by that?

Also, unlike the self-healing, returning models with Nimbus of Power happens at the start of the hero phase oddly enough

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2 hours ago, The_Dudemeister said:

What do you mean by that?

Also, unlike the self-healing, returning models with Nimbus of Power happens at the start of the hero phase oddly enough

You're right. The self-healing of Nimbus is hero-phase-proper, while the model-return part of it is at the start. I'll update this guide with that.

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Updated with a new magic section Spells in the Wake of the Necroquake, and added a new magic-related tactic to Architectures of Torture.

Feedback welcome!

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Been rereading your guide a few times just to get immersed in my new project. Really love it. I can't wait for you to finish list building tips :) thank you so much for sharing your knowledge.

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Out of interest have you tried any pure horde lists? I saw most NH going for more elite and with battalions etc the lists end up around 130 wounds. However if you go for more horde options you can get upto 170 plus. I don’t have the models to try it though. Was thinking max horde and lots of executioners just as tough heroes mainly to bubble out 6+ shrug and re roll charge CA. 

Something like

dreadblade 

3 executioner 

Wraith

2x30 reapers

2x40 chainrasp

12 banshees 

Quite a different approach as it would want to be a hammer and board control list instead of the normal surgical / skirmish style. 

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This post is awesome! I do have a question. How would you go about putting together a Knightbomb: list. I'm just curious if you have ever done it or had success with it. I really like the idea. Thank you. 

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On 2/18/2020 at 11:26 AM, Dredgejosh said:

This post is awesome! I do have a question. How would you go about putting together a Knightbomb: list. I'm just curious if you have ever done it or had success with it. I really like the idea. Thank you. 

I have and it worked, but it can be tricky.

The Knightbomb is an investment. You will want to build a list around what can support it so that it can be used effectively. In this case that means being able to put the bomb in the Underworlds so you can drop it in your opponent's weak spot without being too exposed until you are ready.

A smaller front line of threat units that you could consider "temporary" should be next. Something that you push with at the start of the game that draws attention.

With the rest of your points to try to build out the support needed, like heroes and objective holders, to supplement your on-field units and buy time.

A list I used (and plan on including above when I can get the time to write the list building section) was the Dolorous Guard and Forgotten Scions for the bomb, The Commended for the objective holders and to steal the ST or Chainghasts for their true purpose, supporting a couple of 10-man Bladegheist units. With the last points I grabbed a Cairn Wraith and the Emerald Host. Deploy how you like.

The trick will be to make what you don't put into the Underworlds able to pick up your objectives and hold them, pretty much as bait, until you drop the bomb.

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Hey @EnixLHQ

Absolutely love the last part about list building and suggestions. I've been reading the Woe to those Afar list and you reference chainghasts a few times while I believe there isn't any in the list build. Thought I'd mention it. Love the overall strategy though and this is the list is like to go for first.

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3 hours ago, Jabbuk said:

Hey @EnixLHQ

Absolutely love the last part about list building and suggestions. I've been reading the Woe to those Afar list and you reference chainghasts a few times while I believe there isn't any in the list build. Thought I'd mention it. Love the overall strategy though and this is the list is like to go for first.

You're right. Fixed. That was from an earlier version of that list that didn't do so well.

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52 minutes ago, EnixLHQ said:

You're right. Fixed. That was from an earlier version of that list that didn't do so well.

Would you recommend replacing the balewind and barrier with a Chainghast to roam with the Revenants in case I'm up against an opponent that barely has any ranged things going on, such as Maggotkin of Nurgle?

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@EnixLHQ I noticed none of your suggested lists include the Guardian of Souls and I was under the impression that he was mandatory since he's a really good caster for us. What is your opinion on him?

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8 hours ago, Snoogens said:

Would you recommend replacing the balewind and barrier with a Chainghast to roam with the Revenants in case I'm up against an opponent that barely has any ranged things going on, such as Maggotkin of Nurgle?

Sure. There is probably a couple of ways to counter; healing and damage output. Nurgle are spongy, and seem to win their games through a combination of chipping away at armies through mortal wounds and through debuffs. At first blush I'd suggest doing what you could to reverse the chip damage they can reliably put out; if you can just as reliably return the models they can shave off, then you're already ahead when it comes to combat rounds. Beyond that focusing on damage output might help, too. Reroll buffs, KoS +to hit (though expensive against Nurgle), GoS +to wound. Don't forget All Out Attack on units that don't get the buff through other means.

19 minutes ago, Jabbuk said:

@EnixLHQ I noticed none of your suggested lists include the Guardian of Souls and I was under the impression that he was mandatory since he's a really good caster for us. What is your opinion on him?

Definitely not mandatory. A strong optional at best. This is because of what he does, he's a wizard with an unbindable model-return spell and a +1 to wound bubble. If you need another caster with a Nighthaunt Spell Lore and already have Reikenor (or can't afford him), then certainly take him. If you plan on keeping him out of unbind range to cast Spectral Lure, even better. But, point per point, Reikenor is a better caster, and if you want unbinding you get more bang with Myrmourn Banshees.

I use GoS, just not often. And he just doesn't appear in my stronger lists most of the time.

19 minutes ago, Jabbuk said:

@EnixLHQ (really hate this double post bug on phones.. so sorry)

No worries. Hopefully a mod will see it and delete them. I can't.

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On 2/24/2020 at 4:04 AM, EnixLHQ said:
On 2/23/2020 at 7:21 PM, Snoogens said:

Would you recommend replacing the balewind and barrier with a Chainghast to roam with the Revenants in case I'm up against an opponent that barely has any ranged things going on, such as Maggotkin of Nurgle?

Sure. There is probably a couple of ways to counter; healing and damage output. Nurgle are spongy, and seem to win their games through a combination of chipping away at armies through mortal wounds and through debuffs. At first blush I'd suggest doing what you could to reverse the chip damage they can reliably put out; if you can just as reliably return the models they can shave off, then you're already ahead when it comes to combat rounds. Beyond that focusing on damage output might help, too. Reroll buffs, KoS +to hit (though expensive against Nurgle), GoS +to wound. Don't forget All Out Attack on units that don't get the buff through other means.

With Prismatic and Vortex being removed against a non-ranged army such as Nurgle, and adding a unit of Chainghasts instead, perhaps Reikenor doesn't really have a spot in there?
I'm thinking of something like GoS instead, preferable hanging with the Reapers. The +1 wound and d6 return could be pretty damn neat.
That means the Spirit Torment doesn't necessarily need to hang around there as his aura will be pretty neat with the Revenants instead, especially as I'd be able to aura both the units with the Chainghast + Spirit Torment there.
 

Would love your feedback on these thoughts, got a game versus Nurgle coming up this weekend. :)

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3 hours ago, Snoogens said:

Would love your feedback on these thoughts, got a game versus Nurgle coming up this weekend. :)

There's no benefit from having both the Chainghasts and Spirit Torment in range of the Bladegheists unless you mean one buffer unit each for a couple of units of 'gheists.

Yeah, Reikenor can take a seat if you want to take GoS instead and spend the points on something else. Just be sure to give him the Wychlight so whatever he casts for you you'll get that +1. But if you don't need a caster, or just don't want either of these wizards, you could always throw a Midnight Tome on any of the other heroes.

I think a real good counter to some Nurgle blight might be the Dolorous Guard, if you could swing it. Since Nurgle will do some mortals pretty certainly and regularly, being able to shift some to the Hexwraiths and then returning the dead ones via Ruler or Olynder would give you some staying power on your general. Worth thinking about.

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Updated!

  • Added a breakdown of three tactical styles: Hammer and Anvil, Envelop, and Pincer under Writs of the Mortarch
  • Added a new sample list Pressing on the Pain
  • Added a blip about how Lady Olynder can still shoot after running (it's an ability)
  • Added a blip about Chainghasts and their flails
  • Clarified some wordage here and there
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Updated again!

  • Added Lens of Refraction (Hysh) to Relics Primed for Corruption
  • Added Talisman of the Watcher (Ulgu) to Relics Primed for Corruption
  • Clarified Know your Tricks under General Tactica to reinforce knowing a battleplan's objective capture rules.
  • Updated Vicious Spell Eaters under Architectures of Torture to better reflect Myrmourn Banshee's self-buff in regards to taking damage and shrugging/returning models.
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  • Added All To Come Within the Fold, a section that touches on the Mourngul and the Thorns of the Briar Queen. It's located after Battery-Powered Curse Hearse
  • Cleared up some text about Spirit Torment's Captured Soul Energy ability that was bothering me
  • All instances of "artefact" now match GW's choice of spelling
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Great article and interesting insights.

I found that at times, the likelihood statements were slightly confusing or might be even wrong, though.

Let's take this example:

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Shroudguard: For such a simple battalion, the net benefit of it cannot be understated. Two units of Bladegheists, our baseline threat units, get a Frenzied Fervor save of 5+ instead of a Deathless Spirits 6+. Just how much more saving is that? Why it's 33%. In a game of dice and random numbers, giving two of some of your best units a 33% increase in the chances of just totally ignoring incoming damage is nothing to scoff at. It's no wonder you see this battalion everywhere. It does have some drawbacks to note, however. It's still a Deathless save, so you still need a hero nearby to grant it, and you need the hero you chose to include in this battalion to see the Frenzied save. A hero that, by the way, doesn't benefit from that tasty save he's handing out. Despite that, this battalion is excellent for some good ole' fashioned warmongering and tieing up some enemy threat units.

 

How did you calculate the 33% increase from a 6+ to a 5+ safe? It's either a 50% increase in relative terms (twice as likely to roll a 5+ than a 6+ terms) or a lot clearer in absolute terms a 33% chance to save instead of a 16.6% chance to save. I think to talk about percentages in absolute terms would be clearer in your text.

Keep up the great work.

Edited by Tamachan
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