LJ26 Posted June 19, 2018 Share Posted June 19, 2018 Has anyone seen anything referring to the mourngul. Wanna know if I can throw this model out or not Link to comment Share on other sites More sharing options...
Sception Posted June 19, 2018 Share Posted June 19, 2018 Its nighthaunt, which makes it legal in the new nighthaunt army, and a legal ally choice for Legions of Nagash. Link to comment Share on other sites More sharing options...
Honk Posted June 19, 2018 Share Posted June 19, 2018 And with the new ruling for mystic shield suddenly darn tanky again... save 3+ reroll 1s Link to comment Share on other sites More sharing options...
Nullius Posted June 19, 2018 Share Posted June 19, 2018 Also it interacts with all the Nighthaunt synergy models, and it can be healed. You can get it hitting and wounding on 2+ with rerolls and damage 3 on 5+’s to hit. Link to comment Share on other sites More sharing options...
Arael_Greywings Posted June 19, 2018 Share Posted June 19, 2018 Still missing the -2 Rend on him. Let's see how he interacts with the army when the army book comes out. But to be honest I would love to be able to play him in LoN legally. Link to comment Share on other sites More sharing options...
Euphanism Posted June 19, 2018 Share Posted June 19, 2018 I'm hoping he's a good choice for an all-Nighthaunt army. I used to love drop-summoning him in and watching my opponent scramble to deal with it. Sometimes the intimidation factor alone was worth the cost. Link to comment Share on other sites More sharing options...
themortalgod Posted June 21, 2018 Share Posted June 21, 2018 It really depends on his pts cost. As is, yes, the new mystic shield makes him stronger but he is still pushing the low end of threat level for his pts cost now. Compare to other monsters in the 350 pts neighborhood and the Mourngul less damage than them with a lot fewer wounds. His claim to fame is that armor save and -1 to hit modifier but I just don't think it justifies the pts cost, as is. Compare him to 9 spirit hosts (360pts): Hosts have 27 wounds with a 4+ save. Which means it takes 216 attacks with a 4+/4+ and 1 damage to kill them. Mourngul has 10 wounds with a 3+ save and -1 to be hit. Which means it takes 182 of those same attacks to kill a mourngul. Thus Hosts are tougher before you even take into account the benefits of their summonable keyword which provides them with far more self healing that the mourngul can put out. Hosts have 54 attacks that hit on 5+, MW on 6+. This leads to ~9 MW and another ~4.5 1 damage wounds at no rend. Mourngul has 8 attacks that hit on 3+ that are damage 2, 3 if you roll 6s which leads to ~2.66 wounds at 2 damage and ~0.88 wounds at 3 damage leading to an average of 7.96 damage before saving throws at rend -1. Thus, on average the hosts are bringing more damage, in the form of mortal wounds than the mourngul is bringing at -1 rend. The Mourngul's 1 benefit over the hosts is that it is twice as fast but imo there are better options for "fast" if that is what is needed. Especially taking into account the new black coach, which we don't have rules for yet but I bet it will be in a similar pts cost range with similar speed but much more powerful. I think if the Mourngul was 280pts or so he would be competitive, but as it stands, he is just outclassed. Link to comment Share on other sites More sharing options...
Sception Posted June 21, 2018 Share Posted June 21, 2018 And here i thought the main benefit of the mourngul over spirit hosts was the hit debuff aura. Certainly that must count f or something? Link to comment Share on other sites More sharing options...
Arael_Greywings Posted June 21, 2018 Share Posted June 21, 2018 31 minutes ago, Sception said: And here i thought the main benefit of the mourngul over spirit hosts was the hit debuff aura. Certainly that must count f or something? Combine him with Nef and OD and your enemy will not hit anything other than on 6es...^^ Link to comment Share on other sites More sharing options...
ianob Posted June 21, 2018 Share Posted June 21, 2018 Well, firstly all FW units are getting "new rules" around AoS 2 release so we dont actually know what he's going to do yet. If he does stay the same, he's actually more playable now than he has been since his initial nerf - a walking -1 to hit aura is huge, NH's new buffs can get him into range of proccing his extra damage and new mystic shield helps him rather than being unusable. Overall I think he's pretty playable now and may even be really good. It's hard to overstate just how good -1 to hit auras are, especially when combined with other -1 to hit things. I'm certainly looking forward to maybe, finally, having a chance to use mine again after he's sucked for so long! Link to comment Share on other sites More sharing options...
ZaelART Posted June 21, 2018 Share Posted June 21, 2018 You forgot the other benefit, only having to paint and transport 1 model. That's worth a lot ? Link to comment Share on other sites More sharing options...
Nevar Posted June 21, 2018 Share Posted June 21, 2018 7 hours ago, ianob said: Well, firstly all FW units are getting "new rules" around AoS 2 release so we dont actually know what he's going to do yet. If he does stay the same, he's actually more playable now than he has been since his initial nerf - a walking -1 to hit aura is huge, NH's new buffs can get him into range of proccing his extra damage and new mystic shield helps him rather than being unusable. Overall I think he's pretty playable now and may even be really good. It's hard to overstate just how good -1 to hit auras are, especially when combined with other -1 to hit things. I'm certainly looking forward to maybe, finally, having a chance to use mine again after he's sucked for so long! He can also bring along an Executioner Lord, since a lot of things that can kill him quickly are heroes on other behemoths. Link to comment Share on other sites More sharing options...
ianob Posted June 22, 2018 Share Posted June 22, 2018 16 hours ago, Nevar said: He can also bring along an Executioner Lord, since a lot of things that can kill him quickly are heroes on other behemoths. That's not a very good reason for bringing a bad model, though. Link to comment Share on other sites More sharing options...
GeneralZero Posted June 22, 2018 Share Posted June 22, 2018 I love the mourngul miniature. Too bad it is forge worl and thus will have shallow support from GW.... Link to comment Share on other sites More sharing options...
Arael_Greywings Posted June 22, 2018 Share Posted June 22, 2018 29 minutes ago, GeneralZero said: I love the mourngul miniature. Too bad it is forge worl and thus will have shallow support from GW.... Oh, actually it does have the full support... After all ForgeWorld is GW Link to comment Share on other sites More sharing options...
GeneralZero Posted June 22, 2018 Share Posted June 22, 2018 55 minutes ago, Arael_Greywings said: Oh, actually it does have the full support... After all ForgeWorld is GW No, it has not. It has indeed a warscroll and points. But: it is FW and thus in tourney, not always accepted. It is never displayed in official GW games nore battle reports and whereas we are in un full nighthaunt era, we won't see it (because of new GW NH units). I'm not complaining BTW. FW has many superb miniatures managed even worse by GW (AoS/40K/Hobbit) Link to comment Share on other sites More sharing options...
Arael_Greywings Posted June 22, 2018 Share Posted June 22, 2018 26 minutes ago, GeneralZero said: No, it has not. It has indeed a warscroll and points. But: it is FW and thus in tourney, not always accepted. It is never displayed in official GW games nore battle reports and whereas we are in un full nighthaunt era, we won't see it (because of new GW NH units). I'm not complaining BTW. FW has many superb miniatures managed even worse by GW (AoS/40K/Hobbit) I was a bit sarcastic there to be honest... It is a bit of a conundrum for me since GW owns Forge World why they don't support the models better, I mean if more people buy em they will earn more... Link to comment Share on other sites More sharing options...
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