CoffeeGrunt Posted July 11, 2018 Share Posted July 11, 2018 World's your oyster really. Here's some fire ones after a quick Google: Liquid metal ones from the Realm of Fire could be an awesome theme, come to think of it. Could go for red hot steel kinda look, or for a more Terminator 2 liquid mercury vibe. 2 Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted July 11, 2018 Share Posted July 11, 2018 There is a superb light blue (icy) goshtly army on the paint sub forum here . Check it out Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted July 11, 2018 Share Posted July 11, 2018 1 hour ago, CoffeeGrunt said: Liquid metal ones from the Realm of Fire could be an awesome theme, come to think of it. Could go for red hot steel kinda look, or for a more Terminator 2 liquid mercury vibe. wonderful, it fits to the Spirits. But the problem is to complete the theme with the other new units... 1 Quote Link to comment Share on other sites More sharing options...
KoalaSnok Posted July 11, 2018 Share Posted July 11, 2018 (edited) 2 hours ago, Mikeymajq said: Anyone got any cool colourschemes going? I want to make my Nighthaunt be from a specific realm but right now I'm a bit stumped for ideas. Im considering going for firespirits from aqshy. Basically something similiar to the burning skull shown in malign sorcery. Im thinking brownish robes with blackened, charred areas. OH, and white hot metal. Edited July 11, 2018 by KoalaSnok 2 Quote Link to comment Share on other sites More sharing options...
kenshin620 Posted July 11, 2018 Share Posted July 11, 2018 (edited) This isn't an undead army, its a chaos army, but it basically has fire spirits! Could take some color ideas from these. Edited July 11, 2018 by kenshin620 3 Quote Link to comment Share on other sites More sharing options...
Garxia Posted July 11, 2018 Share Posted July 11, 2018 (edited) Hello fellow Knights of Shrouds: I'm starting my Nighthaunt Army and I'm thorn between these 2 lists: List 1:LeadersLeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Ruler of the Spirit Hosts - Artefact: Pendant of the Fell Wind Dreadblade Harrow (100)- Artefact: Midnight Tome Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline20 x Chainrasp Horde (160)20 x Chainrasp Horde (160)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units10 x Bladegheist Revenants (180)10 x Bladegheist Revenants (180)BattalionsChainguard (120)Shroudguard (110)Total: 1950 / 2000Extra Command Points: 3 Wounds: 114 PROS: 3 extra command points, 1 extra artifact (Pendant for increased mobility) , Chainguard battalion in (massive ress, albeit on smaller units), really mobile wizard in Dreadblade Harrow with Tome. CONS: 20 chainrasp and 10 bladegheist units, maybe too squishy. List 2: LeadersKnight of Shrouds on Ethereal Steed (140)- General- Trait: Ruler of the Spirit Hosts - Artefact: Midnight Tome Dreadblade Harrow (100)Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline40 x Chainrasp Horde (280)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units15 x Bladegheist Revenants (270)15 x Bladegheist Revenants (270)BattalionsShroudguard (110)Total: 1970 / 2000Extra Command Points: 1 Wounds: 123 PROS: Bigger Bladegheists units (more resilient), massive chainrasp blob, more wounds in army. CONS: Loses 1 unit, 1 command point and 1 artefact (no pendant ☹️). I really can't decide between List 1 and List 2, they both have their pros and cons, which one would you prefer? Edited July 11, 2018 by Garxia Quote Link to comment Share on other sites More sharing options...
Nevar Posted July 11, 2018 Share Posted July 11, 2018 17 minutes ago, Garxia said: Hello fellow Knights of Shrouds: I'm starting my Nighthaunt Army and I'm thorn between these 2 lists: List 1:LeadersLeadersKnight of Shrouds (120)- General- Trait: Ruler of the Spirit Hosts - Artefact: Midnight Tome Dreadblade Harrow (100)- Artefact: Midnight Tome Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline20 x Chainrasp Horde (160)20 x Chainrasp Horde (160)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units10 x Bladegheist Revenants (180)10 x Bladegheist Revenants (180)BattalionsChainguard (120)Shroudguard (110)Total: 1950 / 2000Extra Command Points: 3 Wounds: 114 PROS: 3 extra command points, 1 extra artifact (Pendant for increased mobility) , Chainguard battalion in (massive ress, albeit on smaller units), really mobile wizard in Dreadblade Harrow with Tome. CONS: 20 chainrasp and 10 bladegheist units, maybe too squishy. List 2: LeadersKnight of Shrouds (120)- General- Trait: Ruler of the Spirit Hosts - Artefact: Midnight Tome Dreadblade Harrow (100)Guardian of Souls with Nightmare Lantern (140)- Infernal Lantern (Artefact): Beacon of NagashizzarGuardian of Souls with Nightmare Lantern (140)Spirit Torment (120)Battleline40 x Chainrasp Horde (280)5 x Hexwraiths (160)6 x Spirit Hosts (240)Units15 x Bladegheist Revenants (270)15 x Bladegheist Revenants (270)BattalionsShroudguard (110)Total: 1950 / 2000Extra Command Points: 2 Wounds: 123 PROS: Bigger Bladegheists units (more resilient), massive chainrasp blob, more wounds in army. CONS: Loses 1 unit, 1 command point and 1 artefact (no pendant ☹️). I really can't decide between List 1 and List 2, they both have their pros and cons, which one would you prefer? I personally like the second list more, but you forgot a CON. The second list has more deployment drops making it more likely you give up first turn if you want it. Also note, the Shroudguard only gives the 5++ if you are wholey within the mKoS's area of effect, meaning your Bladegeists are not benefiting from their battalion if they are being used to deep-strike away from where the mKoS is. Personally I would only use Shroudguard if you intend for your Bladegeists to take the center battle line, and if you did I would make them x20 units and focus healing and attention on them. Like bring Chaingasts to give them their rerolls. With the Nightmare Lantern and Chaingasts nearby those Shroudguard are hilariously lethal. Bladegeists in my opinion are either a deep-strike hammer unit, or an all in Shroudguard center line. How would you intend to use your units? Who is your intended center line? Flanks? Objective campers? 1 Quote Link to comment Share on other sites More sharing options...
Garxia Posted July 11, 2018 Share Posted July 11, 2018 12 minutes ago, Nevar said: The second list has more deployment drops making it more likely you give up first turn if you want it. You're right about this. General strategy more or less is deepstriking the Knight of Shrouds, Spirit Torment and both Bladegheist units where needed. Last deepstriking unit would be Spirit Hosts or Hexwraiths depending or if needed. 3 mages (Soul Trap, Shade Mist and ¿Lifestealer?) because magic will be prevalent in this edition. Dreadblade Harrow is just so useful, needed to pick some far away objectives or to help where needed. Spirits Hosts for mortal wounding and beeing annoying, Hexwraiths for their mobility. And the blob (or blobs) of Chainrasp to hold home objectives. Didn't get any endless spell because I find more useful to have the extra CP for teleporting shenanigans. On another note, what do you all think are the best nighthaunt spells and artefacts? Quote Link to comment Share on other sites More sharing options...
Spears Posted July 11, 2018 Share Posted July 11, 2018 Might there be mileage in x15 and x5 bladegheists if running shroudguard? Quote Link to comment Share on other sites More sharing options...
Ekrund Oath Splitters Posted July 11, 2018 Share Posted July 11, 2018 16 minutes ago, Spears said: Might there be mileage in x15 and x5 bladegheists if running shroudguard? What would you do with the 5 ghost group of Bladegheists? Talk us through it Quote Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted July 11, 2018 Share Posted July 11, 2018 Can't have the same artifact twice mate. You've got the Midnight Tome on two guys there. Quote Link to comment Share on other sites More sharing options...
Garxia Posted July 11, 2018 Share Posted July 11, 2018 2 minutes ago, CoffeeGrunt said: Can't have the same artifact twice mate. You've got the Midnight Tome on two guys there. True, the power of copy - paste... In list 1 Knight of Shrouds has the Pendant of the Fell Wind and the Dreadblade Harrow has the Midnight Tome, edited it. Quote Link to comment Share on other sites More sharing options...
The Cyclop Owl Posted July 11, 2018 Share Posted July 11, 2018 2 hours ago, Garxia said: You're right about this. General strategy more or less is deepstriking the Knight of Shrouds, Spirit Torment and both Bladegheist units where needed. Last deepstriking unit would be Spirit Hosts or Hexwraiths depending or if needed. 3 mages (Soul Trap, Shade Mist and ¿Lifestealer?) because magic will be prevalent in this edition. Dreadblade Harrow is just so useful, needed to pick some far away objectives or to help where needed. Spirits Hosts for mortal wounding and beeing annoying, Hexwraiths for their mobility. And the blob (or blobs) of Chainrasp to hold home objectives. Didn't get any endless spell because I find more useful to have the extra CP for teleporting shenanigans. On another note, what do you all think are the best nighthaunt spells and artefacts? I believe you can't deep strike your general. As for the spells and artefacts, I would say Soul Cage, Shademist and Lifestealer as well as Midnight Tome, Beacon of Nagashizzar and Pendant of the Fell Wind. Quote Link to comment Share on other sites More sharing options...
Benlisted Posted July 11, 2018 Share Posted July 11, 2018 Popping this in here cos it seems to get a lot more traffic than the army list thread, and hey, everyone else is! --- Hi all, new to AoS - got lured in by the amazing ghost models. I have done a fair amount of reading so hopefully I have a reasonable idea how stuff works, but best come to those who have actual experience eh Basically I am hoping to make a Shrieker Host work, since I love all the Banshee-type models. So basically, going down the bravery attack angle. Anyway, here's my current list idea... Allegiance: NighthauntMortal Realm: ShyishLeadersLady Olynder (240)- Lore of the Underworlds: Soul Cage Reikenor the Grimhailer (180)- Lore of the Underworlds: Lifestealer Spirit Torment (120)- General: Supernatural Horror- Artefact: Midnight Tome- Lore of the Underworlds: Shademist Tomb Banshee (80)- Artefact: Blade of Dark SummonsBattleline10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)30 x Grimghast Reapers (360)Units5 x Dreadscythe Harridans (90)5 x Dreadscythe Harridans (90)12 x Myrmourn Banshees (210)12 x Myrmourn Banshees (210)BattalionsShrieker Host (140) Endless SpellsSuffocating Gravetide (30)Ravenak’s Gnashing Jaws (40)Total: 1950 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 107 Comments welcome! The general idea is to take everything possible to minimise enemy bravery. The 2 endless spells coupled with NH's native -3 can stack to a -3 total, and then we also have: reroll 1s on battleshock from the battalion, +1 model flees from battleshock from Olynder, and double the models fleeing from battleshock from the general's command trait. And then denial of inspiring presence with the battalion as well. So outside of total immunity to battleshock, hopefully the tests should prove devastating. Reikenor is there for the bonuses to cast, to ensure endless spells go off, whilst Olynder is a) a giant banshee, b) pretty great at forcing multiple battleshock tests, and c) has some bravery attacks of her own. The Torment is largely to keep those two topped up nicely, whilst the Banshee is required. I was a bit stuck for a second artefact on the Banshee, so the summoning blade is a bit of filler, but I figure a free ~7 Myrmourns isn't half bad, and it fits thematically. The Reapers are there as a bit of a hammer, hopefully able to make it across the board in short order and begin smashing a couple of things to force bravery checks. Hordes are filler screens/obj holders. The Myrmourns should help me ensure magical dominance, as well as being really rather nasty to any elite units in those numbers (I do wish I could fit in a KoS mounted though). Harridans I know people are a bit down on, so my thought there is not to invest heavily, and use them as a unit that is easy to hide but still packs quite a punch for their small numbers. I am expecting half the army to come in from reserves; probably most of the formation, though if the enemy can delete Olynder if they get T1 I can happily drop the Harridans too. What I am not sure on is if I have enough of two things: a) enough general damage output to force the BS tests I need to, and b) enough targeted MWs to be able to down the odd character that gives battleshock immunity (Lord Ordinators, I think?) Quote Link to comment Share on other sites More sharing options...
Mikeymajq Posted July 11, 2018 Share Posted July 11, 2018 10 hours ago, CoffeeGrunt said: World's your oyster really. Here's some fire ones after a quick Google: Liquid metal ones from the Realm of Fire could be an awesome theme, come to think of it. Could go for red hot steel kinda look, or for a more Terminator 2 liquid mercury vibe. Thanks for the input guys! I might do Chamon Nighthaunts. Maybe purple-ish highlights and some blue coloured tint on their metal casks and weapons? How would Hysh/light work for Nighthaunts? XD Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted July 11, 2018 Share Posted July 11, 2018 Chainghasts What do you think about those guys, lets say hidden in a blob of reapers or hode chainrasps. (..or in other units)? They are a bit random but the 15" reach is a nice addition. Quote Link to comment Share on other sites More sharing options...
Mikeymajq Posted July 11, 2018 Share Posted July 11, 2018 (edited) 26 minutes ago, GeneralZero said: Chainghasts What do you think about those guys, lets say hidden in a blob of reapers or hode chainrasps. (..or in other units)? They are a bit random but the 15" reach is a nice addition. I want to try 'em out! The small/wierd unit size and pts cost is sort of holding me back a bit but they do have solid ranged attacks, a fun "synapse" like synergy with spirit torments and can hit hordes pretty good in melee. I mostly want them to have some ranged attacks ib ny army tbh. Edited July 11, 2018 by Mikeymajq Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted July 11, 2018 Share Posted July 11, 2018 me too, it is why I'm thinking about hiding them in a horde of only 20 + 1 spirit. Maybe even 4 of them. But the box is actually a bit weird: 1 spirit+2 chaingast, need 2 boxes then but too much spirit... Quote Link to comment Share on other sites More sharing options...
bonzai Posted July 11, 2018 Share Posted July 11, 2018 16 hours ago, KoalaSnok said: Just like you said i feel like your units are too small and will be easy to pick off entirely, rending your healing abilities useless (cant bring back whiped units). Its hard to tweak if you want to keep the theme though, and still keep that mournghul. Maybe you could drop the spirit torments to free up 240p to spend on either upgrading the chainrasps to 3x20, or expanding the harridans to 20 and 15? Alternatively, drop 1 spirit torment and one of the endless spells and just put one harridan unit to 20. Third option, drop a spirit torment and replace the chainrasp with 3x3 spirit hosts. They get a better ethereal save and benefit more from Olynders command ability (bringing back whole models). Yeah, not sure what to tweak. I like the double spirits of torment, as they can heal characters. Theoretically as long as I kill 3 models a turn, the mornghul could heal 3d3 in a round which makes it pretty darn tanky. Also helps keep lady Olynder topped off. I hate to say it, but it may be better to drop the shieker host and just focus on debuffing hit rolls and bulking up some units. Dropping the battalion and all the endless spells but the geminids, and I'd free up 200 points to play with. I guess have to test it as is, and see how well these synergies pan out in practice. I like the ideas behind them, but it feels like I am short about 500 points in this list. Quote Link to comment Share on other sites More sharing options...
bonzai Posted July 11, 2018 Share Posted July 11, 2018 (edited) 6 hours ago, Benlisted said: Popping this in here cos it seems to get a lot more traffic than the army list thread, and hey, everyone else is! --- Hi all, new to AoS - got lured in by the amazing ghost models. I have done a fair amount of reading so hopefully I have a reasonable idea how stuff works, but best come to those who have actual experience eh Basically I am hoping to make a Shrieker Host work, since I love all the Banshee-type models. So basically, going down the bravery attack angle. Anyway, here's my current list idea... Allegiance: NighthauntMortal Realm: ShyishLeadersLady Olynder (240)- Lore of the Underworlds: Soul Cage Reikenor the Grimhailer (180)- Lore of the Underworlds: Lifestealer Spirit Torment (120)- General: Supernatural Horror- Artefact: Midnight Tome- Lore of the Underworlds: Shademist Tomb Banshee (80)- Artefact: Blade of Dark SummonsBattleline10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)30 x Grimghast Reapers (360)Units5 x Dreadscythe Harridans (90)5 x Dreadscythe Harridans (90)12 x Myrmourn Banshees (210)12 x Myrmourn Banshees (210)BattalionsShrieker Host (140) Endless SpellsSuffocating Gravetide (30)Ravenak’s Gnashing Jaws (40)Total: 1950 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 107 Comments welcome! The general idea is to take everything possible to minimise enemy bravery. The 2 endless spells coupled with NH's native -3 can stack to a -3 total, and then we also have: reroll 1s on battleshock from the battalion, +1 model flees from battleshock from Olynder, and double the models fleeing from battleshock from the general's command trait. And then denial of inspiring presence with the battalion as well. So outside of total immunity to battleshock, hopefully the tests should prove devastating. Reikenor is there for the bonuses to cast, to ensure endless spells go off, whilst Olynder is a) a giant banshee, b) pretty great at forcing multiple battleshock tests, and c) has some bravery attacks of her own. The Torment is largely to keep those two topped up nicely, whilst the Banshee is required. I was a bit stuck for a second artefact on the Banshee, so the summoning blade is a bit of filler, but I figure a free ~7 Myrmourns isn't half bad, and it fits thematically. The Reapers are there as a bit of a hammer, hopefully able to make it across the board in short order and begin smashing a couple of things to force bravery checks. Hordes are filler screens/obj holders. The Myrmourns should help me ensure magical dominance, as well as being really rather nasty to any elite units in those numbers (I do wish I could fit in a KoS mounted though). Harridans I know people are a bit down on, so my thought there is not to invest heavily, and use them as a unit that is easy to hide but still packs quite a punch for their small numbers. I am expecting half the army to come in from reserves; probably most of the formation, though if the enemy can delete Olynder if they get T1 I can happily drop the Harridans too. What I am not sure on is if I have enough of two things: a) enough general damage output to force the BS tests I need to, and b) enough targeted MWs to be able to down the odd character that gives battleshock immunity (Lord Ordinators, I think?) I have been struggling with the same battalion on the previous page for my wife's army. I am on the fence about large units of myrmourn banshee. On one hand they are great anti magic units. On the other, I am not thrilled about their combat ability. Also if the opponent doesn't cast spells then they are kind of a waste. I have a hard time justifying multiple large units of specialist units, but I guess play testing will show how they perform on the table. Harridans however, are even more punchy than the reapers, plus they reduce your opponents hit rolls by 1. I kind of like them. Plus with Lady Olynder and Geminids you can stack two more to hit debuffs. I just wish that they were about 10 points less expensive and or battleline. I kinda want to run units of 20. My problem with my list is that I get pulled in too many directions. You need offence, casting, anti casting, debuffs, and healing. It's really hard to fit everything you want into one list. I'm hoping it will get easier with some play testing. I may drop the battalion all together and try this list; Heroes Lady Olynder- General, w/ lifestealer 240 Banshee 80 Spirit of Torment 120 Spirit of Torment 120 Guardian of souls w/ lantern of Nagagishizzar, soul cage 140 Battleline 10 chainrasps 80 10 chainrasps 80 10 chainrasps 80 Other 4 myrmourn banshee 80 20 dreadscythe Harridens 320 20 dreadscythe Harridens 320 Mournghoul 300 Endless Spells Geminids 40 Total: 2000 Battleline is still light, but it has all kinds of penalties to hit debuffs, lots of healing, and it's a bit more focused on what it wants to do. Hate to say it, but I kind of like it better than the bravery shenanigans. If the list kills enough, they will still deal with battleshock anyways. Hmm... I'll have to talk to my wife. If I drop the banshee and myrmourn I could buff up a unit of chainrasp for a battleline unit with bodies. But she wanted to represent the ghost chic's so we will see. Lol Edited July 12, 2018 by bonzai Quote Link to comment Share on other sites More sharing options...
Uvatha Posted July 12, 2018 Share Posted July 12, 2018 (edited) I love the Chainghast model. But I recognize that a unit of 2 costs a lot (80). Despite this cost I would be very interested in testing a whole 2k army of 32 Chainghast throwing their Ghastflails (15", D3 , 4+ reroll 1s, 3+, -2, 1) at the ennemies snared in Soulsnare Schackles This could deliver at 15" range in average a total of 21 wounds to be saved with -2 rend, per shooting phase. However as shooting is rare in NH: I can't find any good synergy/bonus/combo to add. Any idea? (yes i know: it looks stupid, this is exactly why I would love trying it ) Allegiance: NighthauntLeadersLady Olynder, Mortarch of Grief (240) - General - Lore of the Underworlds: Spirit DrainSpirit Torment (120) - Artefact: Midnight Tome Battleline10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)Units8 units of 4 x Chainghasts (8 x 160)Endless SpellsSoulsnare Shackles (20)Soulsnare Shackles (20)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 110 Edited July 12, 2018 by Uvatha Quote Link to comment Share on other sites More sharing options...
Wraith Posted July 12, 2018 Share Posted July 12, 2018 (edited) 10 hours ago, bonzai said: I have been struggling with the same battalion on the previous page for my wife's army. I am on the fence about large units of myrmourn banshee. On one hand they are great anti magic units. On the other, I am not thrilled about their combat ability. Also if the opponent doesn't cast spells then they are kind of a waste. I have a hard time justifying multiple large units of specialist units, but I guess play testing will show how they perform on the table. Harridans however, are even more punchy than the reapers, plus they reduce your opponents hit rolls by 1. I kind of like them. Plus with Lady Olynder and Geminids you can stack two more to hit debuffs. I just wish that they were about 10 points less expensive and or battleline. I kinda want to run units of 20. My problem with my list is that I get pulled in too many directions. You need offence, casting, anti casting, debuffs, and healing. It's really hard to fit everything you want into one list. I'm hoping it will get easier with some play testing. I may drop the battalion all together and try this list; Heroes Lady Olynder- General, w/ lifestealer 240 Banshee 80 Spirit of Torment 120 Spirit of Torment 120 Guardian of souls w/ lantern of Nagagishizzar, soul cage 140 Battleline 10 chainrasps 80 10 chainrasps 80 10 chainrasps 80 Other 4 myrmourn banshee 80 20 dreadscythe Harridens 320 20 dreadscythe Harridens 320 Mournghoul 300 Endless Spells Geminids 40 Total: 2000 Battleline is still light, but it has all kinds of penalties to hit debuffs, lots of healing, and it's a bit more focused on what it wants to do. Hate to say it, but I kind of like it better than the bravery shenanigans. If the list kills enough, they will still deal with battleshock anyways. Hmm... I'll have to talk to my wife. If I drop the banshee and myrmourn I could buff up a unit of chainrasp for a battleline unit with bodies. But she wanted to represent the ghost chic's so we will see. Lol Myrmourn Banshees are comparable to Wanderer rangers. Fragile but able to bring down monsters with their D3 -2 rend attacks. The unbinding bit is just a bonus that gets you extra attacks and prevents spells taking effect. The Harridans are a bit of a tax in the Shrieker Host. But in minimum sized units I think they can still be useful as speed bumps and screening units. With the fancier NH builds, which involve the ladies from the grave, one has to take a more elvish approach, I feel. It’s not a muscular build but rather more a ability focused build. To make it work requires a good deal of knowledge of what the rules are for this army and what the rules for opposing armies are and which abilities to use against which opposing units and when to do so. And of course making intelligent use of the Underworld deployment ability. A feminine build won’t absorb a lot of punishment, thus won’t cope well with mistakes and therefore can’t be considered a forgiving list. With practice and much thought, your wife could have a very powerful list. But it isn’t the easiest army to succeed with. Well, unless you understand how to use it. Then it would be quite easy to win. Much like Eldar in 40k. Edit: I forgot to add, it is the hero’s in elven builds that do the damage. Edited July 12, 2018 by Wraith Quote Link to comment Share on other sites More sharing options...
bonzai Posted July 12, 2018 Share Posted July 12, 2018 (edited) 22 minutes ago, Wraith said: Edit: I forgot to add, it is the hero’s in elven builds that do the damage. I don't know... I've done some work with lots of reavers and triple bolt throwers. Edited July 12, 2018 by bonzai Quote Link to comment Share on other sites More sharing options...
kenshin620 Posted July 12, 2018 Share Posted July 12, 2018 16 hours ago, Mikeymajq said: How would Hysh/light work for Nighthaunts? XD You can be undead but use the power of light to destroy your enemies, Tomb Kings were very much big on that! Heck in MTG many spirits/ghosts are White colored to represent the more ethereal aspect of ghosts as opposed to reanimated skeletons and zombies who are traditionally Black (and in the "totally not Egypt" expansion they had, many mummies were also White). Granted in MTG undead aren't inherently "evil" and some ghosts are actually benevolent. Unless its the stupid Bankers from Ravnica who always collect their debts, even in death! 1 Quote Link to comment Share on other sites More sharing options...
Garxia Posted July 12, 2018 Share Posted July 12, 2018 20 hours ago, The Cyclop Owl said: I believe you can't deep strike your general. As for the spells and artefacts, I would say Soul Cage, Shademist and Lifestealer as well as Midnight Tome, Beacon of Nagashizzar and Pendant of the Fell Wind. Haven't seen any rule in the battletome that doesn't allow to deepstrike the General, maybe in the GHB? Otherwise, fully agree with your spells/items list. Quote Link to comment Share on other sites More sharing options...
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