Jabbuk Posted July 8, 2021 Share Posted July 8, 2021 Could anyone share their thoughts on Spirit Hosts? I used to play them in a block of 9 with ST in the back healing them and they were almost unlikable. I was wondering what's the point of playing them in 3s if there is any? I'm thinking of only playing them in 6s and play them as an anvil but I might be missing something? Quote Link to comment Share on other sites More sharing options...
Virtus-XIV Posted July 8, 2021 Share Posted July 8, 2021 2 hours ago, Jabbuk said: Could anyone share their thoughts on Spirit Hosts? I used to play them in a block of 9 with ST in the back healing them and they were almost unlikable. I was wondering what's the point of playing them in 3s if there is any? I'm thinking of only playing them in 6s and play them as an anvil but I might be missing something? 6 is preferable to 9 now I would think and with a Krulghast should be sufficiently survivable. Their bases are huge so with 9 you end up with a lot of models stuck out of combat with the new coherency rules. Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted July 8, 2021 Share Posted July 8, 2021 1 minute ago, Virtus-XIV said: 6 is preferable to 9 now I would think and with a Krulghast should be sufficiently survivable. Their bases are huge so with 9 you end up with a lot of models stuck out of combat with the new coherency rules. Totally agree. But what about 3 though? What would be their purpose? Simple roadblock? Quote Link to comment Share on other sites More sharing options...
lare2 Posted July 8, 2021 Share Posted July 8, 2021 I ran 3 of 3 recently... they just slowly got picked off a unit at a time. 1 Quote Link to comment Share on other sites More sharing options...
CaptainSoup Posted July 8, 2021 Share Posted July 8, 2021 Goonhammer releasing their quick blurb regarding our recent FAQ release. Nothing that we didn't already know, but its nice to read another perspective on it since there are so few people that play our army and talk about it. Article Link It would have made sense to make the Black Coach a monster, but alas another cold shoulder from our lord Nagash... Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted July 8, 2021 Share Posted July 8, 2021 55 minutes ago, CaptainSoup said: Goonhammer releasing their quick blurb regarding our recent FAQ release. Nothing that we didn't already know, but its nice to read another perspective on it since there are so few people that play our army and talk about it. Article Link It would have made sense to make the Black Coach a monster, but alas another cold shoulder from our lord Nagash... That's really interesting. Where can we see that Kurdoss steals 2 CPs now? I'm not sure I got that. Quote Link to comment Share on other sites More sharing options...
CaptainSoup Posted July 8, 2021 Share Posted July 8, 2021 (edited) 1 hour ago, Jabbuk said: That's really interesting. Where can we see that Kurdoss steals 2 CPs now? I'm not sure I got that. According to the wording of the rules (7.0 HERO PHASE) during the hero phase each player selects a hero to use a command ability and each player gains a CP if their general is on the table. So I guess that means that is two chances to use his ability, once during your turn and once during your opponent's turn. Edited July 8, 2021 by CaptainSoup 1 Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted July 8, 2021 Share Posted July 8, 2021 33 minutes ago, CaptainSoup said: According to the wording of the rules (7.0 HERO PHASE) during the hero phase each player selects a hero to use a command ability and each player gains a CP if their general is on the table. So I guess that means that is two chances to use his ability, once during your turn and once during your opponent's turn. Kurdoss' warscroll specifies that his ability can be used "At the start of the enemy hero phase..." Is this being overridden by the new Core Rules? Quote Link to comment Share on other sites More sharing options...
CaptainSoup Posted July 8, 2021 Share Posted July 8, 2021 (edited) 3 minutes ago, Jabbuk said: Kurdoss' warscroll specifies that his ability can be used "At the start of the enemy hero phase..." Is this being overridden by the new Core Rules? The FAQ changed the wording: Quote Page 74 – Kurdoss Valentian, If I Cannot Rule, None Shall Rule! Change to: ‘At the start of the hero phase, if your opponent receives a command point for their general being on the battlefield, after they receive that command point, roll a dice. On a 5+, your opponent must subtract 1 from their command points and you receive 1 extra command point.’ It mentions the Hero Phase now, and does not specify a particular player, meaning that the ability can be used in each hero phase, ergo your Hero Phase and the opponent's Hero Phase. Edited July 8, 2021 by CaptainSoup 1 Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted July 8, 2021 Share Posted July 8, 2021 1 hour ago, CaptainSoup said: The FAQ changed the wording: It mentions the Hero Phase now, and does not specify a particular player, meaning that the ability can be used in each hero phase, ergo your Hero Phase and the opponent's Hero Phase. That's really cool. Thanks for pointing that out! Quote Link to comment Share on other sites More sharing options...
EnixLHQ Posted July 8, 2021 Share Posted July 8, 2021 Which is great, potentially stealing one CP a hero phase. It can take reliance off of CBs like Warlord or Command Entourage. Still worth taking for the extra enhancement, but the once-per-battle CP can be saved until after Kurdoss flubs a steal roll. 1 Quote Link to comment Share on other sites More sharing options...
EnixLHQ Posted July 8, 2021 Share Posted July 8, 2021 Also, the discussion moved here for 3.0 stuff Quote Link to comment Share on other sites More sharing options...
DrThunder Posted September 11, 2021 Share Posted September 11, 2021 Still can't ally in Morris Engine? Quote Link to comment Share on other sites More sharing options...
dmorley21 Posted September 11, 2021 Share Posted September 11, 2021 Just wanted to give a quick shout that I the latest Cubic Shenanigans podcast, one of the hosts talks through his 5 games at NashCon with a Nighthaunt list featuring Big Drogg. Quote Link to comment Share on other sites More sharing options...
Rors Posted July 24, 2022 Share Posted July 24, 2022 There's a tournament (sovereign smash) coming up and I'm thinking I'll take my night haunt. I have a fairly meme list I'd like to share for thoughts. The idea is to follow these strategies as a basic idea for how the list functions: - rasps go into the underworld - wait until there's space in oppents territory and drop them down for Barge through enemy lines (extra VP), then go for Desecrate lands the next turn. If I drop them turn 3 or 4 I can bait hunters out of position or focus on removing them. - GoS and Harrows are CP engine for the list. 5 redeploys, ward saves, all out attacks a battle round as needed. Towards end of game Harrows become teleporting objective stealers. The artifacts give me one turn to utterly wreck a problem unit with the +1 attack bubble and one turn where I can reload Banshees that are damaged. They'll usually either kill or die but I had room for another artifact so why not. Banshee spam is the core of the list. The idea is to always be trading and MSU multicharge. They're simultaneously screens and hammers. With redeploy I can bait it so that the when one banshee is charged, on my turn I can trade up and multicharge that unit. Double turn hurts but it also resets my CP farm. If I can't redeploy to safety I spam 5+ wards. In a magic meta this many Banshees also just hard counters magic Dom lists. I've had alright success play testing the list, I'm most concerned about facing off against other Night Haunt, unless they bring Nagash. Banshees are great at wrecking high armor so an ethereal opponent is going to dramatically reduce their output. Allegiance: Nighthaunt - Procession: Emerald Host - Grand Strategy: Fright or FlightLeadersDreadblade Harrow (145)** - Artefact: Lightshard of the Harvest Moon Dreadblade Harrow (145)*** - Artefact: Beacon of Nagashizzar Dreadblade Harrow (145)**Dreadblade Harrow (145)*Reikenor the Grimhailer (190)* - Lore of the Underworlds: LifestealerGuardian of Souls (150)* - General - Command Trait: Cloaked in Shadow - Artefact: Cloak of the Waxing Moon - Lore of the Underworlds: Soul CageBattleline3 x Spirit Hosts (125)****10 x Chainrasps (110)****10 x Chainrasps (110)****Units4 x Myrmourn Banshees (105)***4 x Myrmourn Banshees (105)***4 x Myrmourn Banshees (105)***4 x Myrmourn Banshees (105)4 x Myrmourn Banshees (105)4 x Myrmourn Banshees (105)4 x Myrmourn Banshees (105)Core Battalions*Command Entourage - Magnificent**Command Entourage - Magnificent***Bounty Hunters****Expert ConquerorsAdditional EnhancementsArtefactArtefactTotal: 2000 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 89Drops: 16 Quote Link to comment Share on other sites More sharing options...
Sception Posted July 29, 2022 Share Posted July 29, 2022 Nighthaunts have a separate subforum now, you can find it here: https://www.tga.community/forums/forum/181-nighthaunt/ 1 Quote Link to comment Share on other sites More sharing options...
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