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Undeadly

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Everything posted by Undeadly

  1. Its a bit wonky, but I would honestly say that with what you've got, your better off running them in Nighthaunt. Using a lot of minimum sized units of Spirit Hosts and the new Hexwraith battalion, you can have Lady Olynder as your general, and make her a good beat stick AND MW dumper. Using your Grimghasts as a sort of horde mulcher with the Knight and Guardian of Souls would be pretty good as well.
  2. Those are the best kind of opponents; those that are more than happy make the game fair. Even if it is as simple as reminding your opponent of rules or special abilities. Although, I will contend that LoG is probably not even the best way to play NH. That title belongs to bare bones LoN, since you can pretty much everything in that book. No kidding, LoS is my second go to instead of LoG, simply because being able to cast better and get good artifacts makes them a really appealing choice.
  3. Honestly, at this point, I hardly think of things in Nighthaunt in terms of lethality; because, lets to be honest, about the deadliest things we can throw on the field is fully tricked out Bladegheists, Olynder or a huge horde of Grimghasts, and none of those are really game changing units. Instead, when making a list, I usually think in terms of adding *just* enough damage to sucker punch a really scary unit, and the rest in mobility, durability and screening. An army that can't reach the objective's can't win, simple as that. To that end, I usually only add a 10 or 15 man Squad of Bladegheist, and then just load up on screens and chaff, with the idea to drop the gheists, cripple what I need to, and then force the enemy to try and kill the rest of my army before the game is over. Let me put it bluntly: Nighthaunt will ***never*** win a game purely through brute force. Our units are simply, in other words, rubbish in the combat department. You need to harry the enemy, pick your fights, strike where you absolutely must, and then force them to come to you. Even the mighty Grimghast will simply evaporate once they run into a properly buffed out unit. Now, none of this is the same for LoG, but seeing as to how LoG is a mico-faction in Forbidden Power, I wouldn't put much stock into them.
  4. I mean, it hardly matters; the Dolorous Guard is a pretty rock solid defense. Pricey, yes, but 20 wounds for Arkhan is pretty freaking great.
  5. So, I have been doing a bit of theory crafting around a really low drop list for Nighthaunt, and this is what I've gotten so far: Allegiance: NighthauntMortal Realm: GhurLeadersKnight of Shrouds on Ethereal Steed (120)- Artefact: Cloak of the Waxing MoonGuardian of Souls with Nightmare Lantern (140)- Lore of the Underworlds: Shademist- Infernal Lantern (Artefact): Wychlight LanternDreadblade Harrow (90)- General- Trait: Ruler of the Spirit Hosts- Artefact: Gryph-feather CharmDreadblade Harrow (90)- Artefact: Midnight Tome - Reaping ScytheBattleline5 x Hexwraiths (140)5 x Hexwraiths (140)40 x Chainrasp Horde (280)30 x Chainrasp Horde (240)Units15 x Bladegheist Revenants (270)BattalionsChainguard (120)Dolorous Guard (140)Emerald Host (80)Forgotten Scion (120) Endless Spells / Terrain / CPsVault of Souls (20) Total: 1970 / 2000Extra Command Points: 4Allies: 0 / 400Wounds: 155 So, for starters, this is a 2-drop army. This is one of the big advantages of the list, since you can decide when and where you want to drop your units, and how to force your opponent to move. And thanks to absolute oodles of CP you get, as well as Artifacts, you can deck your heros out how ever you choose to, as well as claim the title of fastest army in AoS once more. The Dreadblade general will be the one mobilizing the army, pulling your Bladegheist's, Hexwraiths and Chainrasps where they are needed, and out of danger. One thing to keep in mind is that this list is so mobile, that you can pretty much deploy your units anywhere on the board, and thanks to the high CP, your more likely to be able to get those 9's to charge, though not that you should be aiming for that. Instead, this should be an army about controlling your opponents movements with your Chainrasp hordes, and using your Hexwraiths and Bladegheists to help knock out heavy enemy hitters. Bog down your opponents forces, and force them to wade through your hordes, all the while you control the objectives.
  6. It would be correct; the battalion and CA say add +1 attacks to all Melee weapons.
  7. Honestly, at this point, beggars can't be choosers. I'll take what ever they give us.
  8. So, question, but I have two Feast of Bones sides of the Ossiarchs, but I'm having a hard time deciding on how to build the Stalkers or Guard. Which is the better, in your opinion.
  9. After getting the Iron Golems warband from Warcry, I can confirm that they do use a 28mm base, which is bigger them.a 25mm but smaller than 32mm.
  10. Thats true; but one good thing to keep in mind is what units we have access to. Darkshards would be more along the lines of a secondary chaff, only when needed; the real defenders in my list would probably be either something super tanky, like a phalanx of Phoenix Guard, or a big unit of Sequitors, or something I can throw away for cheap, like a few units of Dreadspears or Freeguild guard, which I can get 40 wounds on the table with a paltry 320 or 280 respectively, both of which still have a 4+ save. The problem I think Slaanesh especially will have with them is that due to how bonkers Hallowheart is magic wise, even Slaanesh will struggle to shut them down entirely, which when coupled with some additional shooting from something cheap or deadly, like Darkshards or Irondrakes, means that if you don't break my front line, and loose the roll off, you will get horribly punished via a mountains worth of short range fire power. That leaves my unit of Black Guard to go in for the kill, speeding over to the objectives to mop up who ever is there.
  11. Thats precisely why you bring those super fast Darkshards and Sorceress, along with a some sturdy chaff. A Terrorgheist and Keeper of Secrets are both scary hombres, but if you can smack them with enough spell power or fire power, then suddenly they aren't quite so terrifying. Although CP expensive, a fully buffed unit of darkshards can easily get in range and outright kill a KoS or at least wound it. And thats only if it didn't get any wounds what so ever from your hero phase. And even if they do decide to charge, you still have your MW on a 4+ suicide bomb to finish them off.
  12. I'd say that bigger base, higher wounds/movement, and the Flying movement makes her really invaluable; she helps keep the buffs going, keeps up with the units themselves as they go blazing off without her. The spell can be fantastic as well, since it can deal a ****** ton of wounds on units that have pretty crappy saves. Plus, her other command ability can help Blackguard get even more blendy.
  13. Why no love for Blackguard and Sorceress on Black Dragon? Black Guard seem crazy fast and crazy deadly, when combined with a Sorceress' command ability and her mere presence. And speaking of the Sorceress, she can easily blend away whole swathes of hordes with a deadly combo of her breath attack and elemental cyclone, and then finish them off with a fairly tough combat phase. Sure, Black Guard don't get that test 4+, but you get them for 40 points less, while being twice as deadly and twice as fast thanks to their ability to charge and run with the Sorceress.
  14. So Black Guard are pretty decent already, and are on the higher end of the spectrum when given that +1 to wound, but loose out when up against Greatswords and Hammerers. Not too shabby. One thing that helps set them apart from those two is that they have a 2" range, as well as how easy it is to get that +1 to hit. Not to mention that they can get into position faster thanks to the Sorceress' CA that lets them run and charge.
  15. I would call Darkshards superior in actual line combat; that comes from their mobility being available when ever you have a CP to spend, versus one turn of deep striking. That means that if a situation gets a little dicey, or you need to do a big aggressive power play with them, you've got options. Once a Shadow Warrior drops, they are pretty much hugging cover 24/7 while being stuck at 6" move. That Deepstrike can be super awesome, and really help board control, but in terms of actual mobility after the deepstrike, they sorely lack. And if I want to do some first turn pressure, I think that the Soulscream bridge via Sorceress can be quite effective due to its extended range. Secondly, as for damage, one thing to remember is just how much stuff we have to buff with. With the right combination, like having a Hurricanum nearby and casting the Hallow Heart +1 to wound spell, you can get the same hit values with an extra attack instead of rend. I think competition wise, only Irondrakes and Sisters of the Watch can really compete with Darkshards; Irondrakes have a pretty good gun, the torpedo and similiar number of shots, while Sisters of the Watch can put out a decent number of MW. My problem with Shadow Warriors is that while they make awesome objective holders/stealers, their innate squishyness and weak CC power kinda makes their deepstrike hard to use. Plus, Darkshards are murder bait for Sorceress, so 10 points a turn for +2 to cast is pretty great.
  16. They're intresting, and while not super impressive at first, they can do some good stuff. Black Guard are probably the most killiest of the 4 Elite Swordsmen, beating out Great Swords due to their 2" range. They may not have the crazy survivability of Phoenix Guard, they Executioners are just kinda rubbish now, since they lost half their MW output, leaving them as weaker Greatblades. They are just flat out bad. Dreadspears and swords aren't terrible, they have a bit more offense and defense when unbuffed then their Freeguild Guard counter parts, but lack the killing power that they can get from Freeguild General, Size bonuses and Halberds. Dreads won't be beating them in combat, but that 4+ save and extra 1" Bleakshards are fantastic in my opinion; they are one of the few archer units to have a base 2, and a decent stat of +4(+3 if at 10+)/4+ which can be buffed up via spells and abilities. That means you can actually move and reposition them, instead of leaving them as a static firing position. When combined with the Sorceress' CA that lets them run, they can actually cover a lot of distance and lay down a lot of fire power. Dark Riders are a bit tougher, with a 4+ save vs the pistoliers. While Pistoliers are better for running down dying units and finishing off, while the Outsiders are better for picking off some wounds here and there. Dark Riders are better at melee on the charge, and are a bit faster. They can sorta act like a poor man's Eel, since they do get 2 damage on the charge, as well 15 rather crummy shots.
  17. Lets put it this way; I honestly only found Slaanesh and Skaven to be on the far end of whats strong, and thats mostly due to Slaaneshes summoning and Skaven having the best of both worlds of battleshock resistant hordes and powerful ranged options. Once Slaanesh gets a double look at its summoning process, and Skaven gets some price increases, I think we'll be in a decent level of balance.
  18. If you play Nighthaunt for Ethereal and the 6++, you are ignoring 80% of the entire army.
  19. As a lover of all things that over the top evil, but still technically on the side of good, I have my eyes on the dark elves. And for the most part, I am very pleased with both of the previews shown so far. It seems like GW has made quite the attempt to appease older fans by providing a fluffy and mechanically coherent book. This doesn't excuse their lack of communications, but they are showing a commitment to whats left of the ranges. I would also like to see more warscroll updates, but thats just me. I also feel reluctant to do any more AoS purchases for my LoN, since I feel as if they too are due for a squatting. However, enough doom and gloom, I want to see what new toys CoS has to play with! I really want to see Darkling Covens get a bit of attention; I think it would be awesome to have a deadly core of executioners guided by a Sorceress, while protected on the flanks by units of Freeguild, while Cannons and Gyrobombers pummel screens into oblivion. Anvilgrad looks neat, but depends heavily on the artifacts/ca and Tempest eyes seems like a dream for most dwarf players, especially with the fabled rumor that they will be getting a second wound.
  20. No, but it certainly killed more than a few armies, RIP High Elves
  21. Honestly, it's somewhat weird that he can be taken in any order army as an ally. Why not just make him only GA: Order in the first place?
  22. Those do not look like 25mm's, but I could be wrong.
  23. So does loosing any unit in combat in the first place; thats just part of the game. What feels worse is having half the rules in your book, and an entire allegiance dedicated to that mechanic. I wouldn't be opposed to a rework of morale, but when quite a few abilities for factions are based around that mechanic, it would becomes even worse feeling when almost every army you encounter just shrugs them off.
  24. Well, Harvestboon is pretty decent all around, in my opinion. It's command ability is the most applicable to all units, and it's bonus is nice to have on units like Dryads or Tree Revenants. I'd say there really isn't a unit besides maybe Kurnoths that don't benefit from it.
  25. I think you mean that its gonna sour people who bought 90 Grimghasts.
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