TalesOfSigmar Posted November 7, 2016 Share Posted November 7, 2016 So after having an army sorted for every Grand Alliance I thought it was finally time to get Death on the go. After getting my Ironjawz finished early, I'm planning on making a Nighthaunt 1K list for Blood and Glory. Leaders Cairn Wraith (60) Cairn Wraith (60)Units Spirit Hosts x 6 (240) Spirit Hosts x 6 (240)Behemoths Mourngul (400)Total: 1000/2000 Down the line my plan is expanding to either of these potential 2K Nighthaunt lists. Leaders Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60)Units Spirit Hosts x 6 (240) Spirit Hosts x 6 (240) Hexwraiths x 5 (160) Spirit Hosts x 6 (240)Behemoths Mourngul (400) Mourngul (400)Total: 1980/2000 OR Leaders Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60) Cairn Wraith (60)Units Spirit Hosts x 6 (240) Spirit Hosts x 6 (240) Spirit Hosts x 6 (240) Spirit Hosts x 6 (240)Behemoths Mourngul (400) Mourngul (400)Total: 2000/2000 Just wondering on people's opinions. Down the line I do have Nagash, a Mortarch and 8 Morghasts still in boxes waiting to be built and I'm a massive fan of the Mortis Engine (would've loved to have had this as Nighthaunt rather than Malignants) so that'll be added in, but then I've got to get some generic Battleline. Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted November 7, 2016 Share Posted November 7, 2016 Any reason for the aversion to Tomb Banshees? They can be very effective against chaff units. I'd say your list doesn't really have much damage output that a junk unit would care about. I.e., especially against other Death players, the Spirit Hosts are only amazing against high-armour, high-rend enemies. They don't put out that many wounds, typically. They also rue anything that gives them -1 to Hit, makes them into utter trash. Beware that. Link to comment Share on other sites More sharing options...
TalesOfSigmar Posted November 7, 2016 Author Share Posted November 7, 2016 May be wrong but the Tomb Banshee compared to the Cairn Wraith just doesn't seem to compare. The Scream just seems a bit weak/situational against certain armies and she only has one attack with D3 damage. Compare that to the Cairn Wraith who has a 2" reach, 3 attacks, re-roll hits against units with 5 or more models and 2 Damage seems alot more blendy in comparison. Yeah the -1 to hit debuff makes the Spirit Hosts rather weak, I'm hoping the 36 attacks each unit can put out will make up for that though. Just wanted to try something a bit different and themed for the small 1K event on the Friday. Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted November 7, 2016 Share Posted November 7, 2016 36 attacks on 6s is only 3 Wounds on average. It'll do well, but given that it's built on spamming two units to fill slots, it'll be brittle, and the wrong matchup will be awful for it. The Banshee can pull her weight, and most importantly can do so without getting into combat. It's the only ranged attack we get, but it can clear out chaff quite nicely, and those Mortal Wounds can help out against a lot of things. Things like backline artillery would have real issues against them, as they can just scream the crew to death as artillery often has a low Bravery. The Cairn Wraith is alright, but he's 60pts for a reason. It's alright, nothing fancy and some units will beat him up for his lunch money. Link to comment Share on other sites More sharing options...
Solaris Posted November 7, 2016 Share Posted November 7, 2016 The 1k list is fine, but I would not recommend a 2k pure Nighthaunt army. Theres just not enough options, and you will really suffer from a lack of proper characters and magic. Link to comment Share on other sites More sharing options...
Aeonotakist Posted November 7, 2016 Share Posted November 7, 2016 I agree. Having fought a lot Mournguls here and there. They are too 'simple' for 400 points. Don't have any special ability exept for a moderate melee attack. They are extemely easy to counter using -1 hit or some cheap but physically tough unit that can reroll save. I got a Knight-Questor from Silver tower. With +1 save it freezed a Mourngul for 3 rounds 6 combat turns and it is only 70 points. Link to comment Share on other sites More sharing options...
Double Misfire Posted November 7, 2016 Share Posted November 7, 2016 9 minutes ago, Aeonotakist said: I agree. Having fought a lot Mournguls here and there. They are too 'simple' for 400 points. Don't have any special ability exept for a moderate melee attack. They are extemely easy to counter using -1 hit or some cheap but physically tough unit that can reroll save. I got a Knight-Questor from Silver tower. With +1 save it freezed a Mourngul for 3 rounds 6 combat turns and it is only 70 points. The Knight Questor's 100 points. If he were only 70 I'm sure he'd see a lot more use. Link to comment Share on other sites More sharing options...
Nico Posted November 7, 2016 Share Posted November 7, 2016 70? Wow that's bonkers for 3 Places of Derping. It's a slowish Uber tank with good but not sensational damage. Link to comment Share on other sites More sharing options...
Aeonotakist Posted November 7, 2016 Share Posted November 7, 2016 4 minutes ago, Double Misfire said: The Knight Questor's 100 points. If he were only 70 I'm sure he'd see a lot more use. Strange I cannot fint this guy in my general hadbook. Seems like someone told me it is 70pts. I would say for 100pts it is a little bit underpower... You cannot really rely on him catch the right unit you want to. Maybe your opponent will use 10 zombie to trap him first and forever. Also for 100pts, your opponent can put some mortal wound on him to erase it without feeling 'I am wasting my MW on cheap stuff'. Link to comment Share on other sites More sharing options...
TalesOfSigmar Posted November 7, 2016 Author Share Posted November 7, 2016 Cheers for the replies guys, yeah my worry was at 2K it becomes a lot more of just the same thing without any real oomph. Relying too much on the two Mournguls to do the heavy lifting. Think I'll run the 1K list at the end of the month and then expand out into Grand Alliance Death rather than focusing on full Nighthaunt. Link to comment Share on other sites More sharing options...
Double Misfire Posted November 7, 2016 Share Posted November 7, 2016 4 minutes ago, Aeonotakist said: Strange I cannot fint this guy in my general hadbook. Seems like someone told me it is 70pts. I would say for 100pts it is a little bit underpower... You cannot really rely on him catch the right unit you want to. Maybe your opponent will use 10 zombie to trap him first and forever. Also for 100pts, your opponent can put some mortal wound on him to erase it without feeling 'I am wasting my MW on cheap stuff'. https://www.games-workshop.com/resources/PDF/AoS_Errata/ENG_Silver_Tower_PB.pdf Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted November 7, 2016 Share Posted November 7, 2016 Mournguls have a reputation, especially if you use them as a Distraction Carnifex. Faced a fellow Death player in a tournament last night. My Settra-buffed Grave Guard took it down in two combat phases, (he opted to attack a nearby Liche Priest instead of the Grave Guard on the first turn, and I had initiative the next.) Losing your Mourngul will be a big blow as with any similarly-expensive unit Link to comment Share on other sites More sharing options...
james.speller Posted November 7, 2016 Share Posted November 7, 2016 23 minutes ago, CoffeeGrunt said: Losing your Mourngul will be a big blow as with any similarly-expensive unit Not if you have three of them..... I think if you're playing a Nighthaunt only army it's a fair case for overloading on them like some people might perhaps run the flesh eater courts menagerie. Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted November 7, 2016 Share Posted November 7, 2016 At 1200pts, you won't have much else. Link to comment Share on other sites More sharing options...
KHHaunts Posted November 7, 2016 Share Posted November 7, 2016 Havent gone for many Hexwraiths in any of the lists. I find them to be extremely useful. I usually always have a unit of 10 somewhere in the mix. Link to comment Share on other sites More sharing options...
discoking Posted November 7, 2016 Share Posted November 7, 2016 I'm planning on turning what I have into a full 2000pts Nighthaunt army. Black Coach (general) Master of Black Arts,Cursed Book 3 x Banshees 3 x 5 Hexwraiths 3 x 6 Spirit Hosts 1 x Mourngul Should be a fun army to play,not a tournament winning one or anything but a nice little addition to my other armies. Link to comment Share on other sites More sharing options...
mmimzie Posted November 7, 2016 Share Posted November 7, 2016 best part about nighthaunt is you dont have to know math. When they tell you the rend just ignore them and roll your dice ^.^ Link to comment Share on other sites More sharing options...
David Griffin Posted November 7, 2016 Share Posted November 7, 2016 Have you looked at adding Hexwraiths? They might be a tad over-costed, but they could give you some mobility outside the Mournguls. Link to comment Share on other sites More sharing options...
Solaris Posted November 7, 2016 Share Posted November 7, 2016 The funny thing is how terribly the Black Coach synergizes with the rest of the faction A unit that gets bonuses when spells are cast by friendly wizards close to it, in a faction that doesn't have any wizards. Link to comment Share on other sites More sharing options...
mmimzie Posted November 7, 2016 Share Posted November 7, 2016 Black coach isnt even really nighthaunt as it isnt really ethereal. is there any good hse for the black coach?? i feel it should get buffs based on near by successful cast or something Link to comment Share on other sites More sharing options...
KHHaunts Posted November 9, 2016 Share Posted November 9, 2016 On 07/11/2016 at 4:03 PM, discoking said: I'm planning on turning what I have into a full 2000pts Nighthaunt army. Black Coach (general) Master of Black Arts,Cursed Book 3 x Banshees 3 x 5 Hexwraiths 3 x 6 Spirit Hosts 1 x Mourngul Should be a fun army to play,not a tournament winning one or anything but a nice little addition to my other armies. I would like a black coach for a fun non competitive army. Its a shame as i think its rules would only need a slight tweak to be worthwhile. perhaps a 4+ to gain levels rather than 6. Since you dont NEED multiple wizards its just going to take you 5 VERY lucky turns to get it to max power. 4+ or 3+ and you have a reasonable chance. and of course adding ethreal rule. I do think that the Black coach is pretty nighthaunt'y fluff wise it just needs a new paint scheme. Sadly no matter how i try i can never seem to justify it in matched play. Link to comment Share on other sites More sharing options...
Sutek Posted November 9, 2016 Share Posted November 9, 2016 I thought of a Nighthaunt army for the 1000 pt event at Facehammer but decided against it due to the lack of magic and a character with a command ability. If only GW would bring out a Nighthaunt character / wizard. Link to comment Share on other sites More sharing options...
TalesOfSigmar Posted November 17, 2016 Author Share Posted November 17, 2016 Well 2 Days to Build and 3 Days to Paint and I've got the 1,000pts done for Blood and Glory. Not a clue how it's going to play but should be fun to do. Now gives me a good starting block for expanding out into Death down the line. Link to comment Share on other sites More sharing options...
Solaris Posted November 17, 2016 Share Posted November 17, 2016 Cool! It looks great Link to comment Share on other sites More sharing options...
Hans Posted November 18, 2016 Share Posted November 18, 2016 Black coach shld have been a soulblight, and Mortis engine a Nighthaunt. keep the pts for summoning like terroghiest, and the like to use situationally. i would take 3 banshee at 2 k, 320 (Master of dark art, ring of immortality) spirit host 6x3 720 hexwraith 1x10 320 mourngul 400 terroghiest (summon) 320 Link to comment Share on other sites More sharing options...
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