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Undeadly

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  1. Yo, whats happening my ghosts and ghouls? Undeadly coming back at ya with a new list for a 2000 ppint tournament coming up in November. This current lost is a transmutation of my prior one, which got hit with a price hike on the key battalion I was using. This is what I have so far: Allegiance: Legion of SacramentLeadersArkhan The Black Mortarch of Sacrament (320)- General- Lore of the Dead: Fading Vigour (Deathmages)Vampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbVampire Lord On Zombie Dragon(440)- Deathlance & Shield & Chalice- Artefact: Shroud of Darkness - Lore of the Vampires: Amethystine PinionsNecromancer (110)- Lore of the Deathmages: Overwhelming DreadBattleline5 x Dire Wolves (60)5 x Dire Wolves (60)40 x Skeleton Warriors (280)- Ancient SpearsUnits30 x Grimghast Reapers (360)BehemothsMortis Engine (180)Total: 1950 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 137 strategy wise, its pretty much the same as last time; VLoZD will use pinions to zoom up the board, use a gravesite to throw up the Grimghasts, use Direwolves to cap objectives early on while Skeletons march up behind the VLoZD, so as to help push back the enemy's own offensive units. Arkhan is there to ensure that spells go off and hit what they to, while throwing down some +2 dispells. OD necros to help neuter enemies that I choose to engage, Grimghasts are my follow up to VLoZD's attack. The VL to help buff and maybe chuck a spell or two, and the Mortis Engine can either help support the Skeletons, bomb the enemy, or give further magic buffs. My major concerns are with the VLoZD's artifact, the Necessity of Arkhan without his battalion, and the inclusion of the VL. For starters, I'm afraid that the VL won't be necessary; he lacks survivability, and yes, that +1 A is super good, but what exactly would I be fighting that requires that many attacks to deal with? And if it works out right, I doubt he'll be anywhere close to the Grimghasts. He's a 140 points that I'd much rather spend on a Black Knight sucicide unit I can throw out. Secondly, Arkhan; Curse of Years got a rather mean nerf due to MW saves being able to cancel it out right, not to mention the nerfing of Arcane Bolt. Also, without his 3rd spell, he's only got 2 at most. I'm wondering if I wouldn't be better off using the points towards a Second VLoZD in LoB
  2. Speaking of Hexwraiths, does anybody else prefer to use Black Knight bodies and Skeleton arms instead of the Scythe/Reaper bodies? Considering their new lore where they are depicted as Knights, I think that it works.
  3. I'd maybe recommend Bladegheists, but they are Nighthaunt exclusive unit, so maybe use Grimghasts instead? They seem pretty blendy, have fly, and a unit leader with a special weapon. Why not use them as Vampire Infantry?
  4. Honestly, for what ever reason, most of the Nighthaunt kits have been reasonably, if not pretty nicely priced on when it comes to GW. Its just that the Chainrasp's price was just sooooo overpriced. But 45$ for a box with 2 units worth of minis? And one of them is battleline? And 35$ for named heros? Heck yeah. Compare the Nighthaunt release to Idoneth; its night and day.
  5. Alright, here is a silly list; Arkhans Magic Show featuring: Some spooky ghosts. Allegiance: Legion of SacramentArkhan The Black Mortarch of Sacrament (320)- General- Lore of the Dead: Amaranthine Orb (Vampires)Necromancer (110)- Lore of the Deathmages: Overwhelming DreadNecromancer (110)- Artefact: Black Gem - Lore of the Deathmages: Soul HarvestVampire Lord (140)- Mount: Flying Horror- Artefact: Shroud of Darkness - Lore of the Vampires: Vile Transference20 x Chainrasp Horde (160)5 x Dire Wolves (60)5 x Dire Wolves (60)20 x Grimghast Reapers (280)1 x Corpse Cart (80)Mortis Engine (180)Lords of Sacrament (130)Prismatic Palisade (30)Purple Sun of Shyish (100)Aethervoid Pendulum (40)Soulsnare Shackles (20)Malevolent Maelstrom (20)Total: 1840 / 2000Extra Command Points: 4Allies: 0 / 400Wounds: 104 if it isn't obvious, the plan is to basically create a magicak bunker in one corner or wedge of the map, using the palisade as cover and a charge blocker. Once your hero phase rolls around, its time to just fling everything you've got acrosd the board. Using 3 CP, you should have +18" to your spells, and with the Corpse Cart+Mortis+LoS bonus, a +3, or a +5 with arkhan, to casting. Once the enemy has properly been flooded with endless spells, your Grimghasts are free to move in to eliminate threats. Meanwhile, the Dire wolves pin down enemy units and let the ES whittle then down. After that turn, Arkhan and co are free to keep throwing Amarthine Orbs, Dreads, Soul Harvest and other spells as I please. The Chainrasps are there to bubble wrap the bunker, and keep them safe from alpha strikes, while the Vampire Lord is there to either give VT Arkhan for some more damage or boosting the Grimghasts. I know its not super competative, but it sounds fun as hell to play. Any thoughts on the ES? Or artifacts?
  6. Based on what I learned today, here's a silly little list based on the idea. Allegiance: Legion of SacramentArkhan The Black Mortarch of Sacrament (320)- General- Lore of the Dead: Amaranthine Orb (Vampires)Vampire Lord On Zombie Dragon(440)- Deathlance & Shield & Chalice- Artefact: Shroud of Darkness - Lore of the Vampires: Amethystine PinionsNecromancer (110)- Lore of the Deathmages: Soul HarvestNecromancer (110)- Artefact: Wristbands of Black Gold - Lore of the Deathmages: Overwhelming Dread20 x Chainrasp Horde (160)5 x Dire Wolves (60)5 x Dire Wolves (60)20 x Grimghast Reapers (280)1 x Corpse Cart (80)Mortis Engine (180)Lords of Sacrament (130)Soulsnare Shackles (20)Total: 1950 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 113
  7. Holy jamolee. It might be silly, but boy howdy, do I want a 32 " Amarthine Orb or a 15" Reaper of Souls. Now thats just plain fun. Infact, that almost maked up for the increase in points that Lords of Sacrament got. Anybody else feel like some long range magic artillery?
  8. So wait, whats stopping me from paying for Arkhan's CP's again and again to get silly big range on all my spells?
  9. Just another reason to stick to Grimghasts or Hexwraiths.
  10. So, after racking my brain for a bit on how to make a effective NH only army for a more competative setting, I think that I may have come up with something that might be pretty good. Allegiance: NighthauntKnight of Shrouds on Ethereal Steed(140)- Artefact: Midnight Tome Reikenor the Grimhailer (180)- Lore of the Underworlds: Soul CageSpirit Torment (120)Guardian of Souls with Nightmare Lantern (140)- General- Trait: Cloaked in Shadow - Lore of the Underworlds: Shademist30 x Grimghast Reapers (360)30 x Grimghast Reapers (360)40 x Chainrasp Horde (280)8 x Myrmourn Banshees (160)4 x Chainghasts (160)Chronomantic Cogs (60)Total: 1960 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 139Allegiance: NighthauntLeadersKnight of Shrouds on Ethereal Steed(140)- Artefact: Midnight Tome Reikenor the Grimhailer (180)- Lore of the Underworlds: Soul CageSpirit Torment (120)Guardian of Souls with Nightmare Lantern (140)- General- Trait: Cloaked in Shadow - Lore of the Underworlds: ShademistBattleline30 x Grimghast Reapers (360)30 x Grimghast Reapers (360)40 x Chainrasp Horde (280)Units8 x Myrmourn Banshees (160)4 x Chainghasts (160)Endless SpellsChronomantic Cogs (60)Aethervoid Pendulum (40)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 139 The basic principle of this list is to overwhelm the enemy with a fairly deadly alpha strike with the Cogs and a horde of Grimghasts; Reiknor is there to ensure that I get out the cogs the moment I need to, and get those critical charges off. I put in a fair amount of magic users in to make the best use of my Endless spells, and to ensure that Soul Cage will go off. Midnight tome gives me a bit more versatility with the KoSoS, by giving me a back up Soulcage and ES spell vector, as well as buffing up my Grimghasts or Mymourns. Grimghasts will be used to engage pretty much anything; one will surge up the field, the other will deep strike with the ST and KoS most of the time, although that can change. They are a pretty silly killy unit with those 2" scythes, and 2 attacks a piece. Anything with a rather good defence will most likely die, and they seem to be excellent at blending others while sticking around. Mymourns are a assassination unit of sorts, going after bigger monsters or mages. When given that extra attack from a KoS and a nearby Spirit Torment, there are very few things that can survive that onslaught. Plus, they can work as a back up in case a ES gets out of hand, or if I need to deny an enemy spell. Chainrasps will be an objective sitter, hanging back and holding objectives, or moving up to tarpit enemy hard hitters. While not exsctly deadly, I don't think that there's much in the game that can delete a turn of Chainrasps. Chainghasts are a really fun and versatile unit, giving us some ranged attacks to chip wounds off heros, and help put a dent into enemy hordes when needed. But at the same time, I would really love to split the Chainrasps into two units and use the Chainguard Battalion; or, use them for extra CP. So they're the biggest point of contention to me. Also, something I'd like to bring up, but I think I may have found a use for Harrows; after reading their redeploy ability, it us stated that it occurs at the beginning of the movement phase. It also occurs to me that the Spirit Calling CA happens at the start of the movement phase. If I remember correctly, if two abilities say they start at the beginning of the sane phase, they both go off, but you get to choose the order, meaning you can redeplo your units for free. thoughts?
  11. Now, I know this might be a odd question, but I see a lot of Spirit hosys in peoples lists and I can't quite figure out why. I know their stat lines, their abilities and such, but in comparison to Chainrasps, they seem a bit inferior. Your getting far less wounds, and about 1 MW per Host, since Hosts only pop on a 6. Is there something I'm missing?
  12. Well, here's my first crack at a actually decent Nighthaunt list. I know it'll need some finetuning, but at the moment, I have a good feeling about it. HERO: Guardian of souls (140) -General -CT: Cloaked in Shadow -Relic: Beacon of Nagashizzar -Spell: Spirit Cage Knight of Shrouds (140) -Relic: Midnight Tome -Spell: Soulcage Spirit Torment (120) Guardian of Souls (140) -Spell: Shademists BATTLELINE: 40 Chainrasp (280) 40 Chainrasp (280) 30 Grimghast Reapers (360) UNITS: 12 Myrmourn Banshees(210) 4 Chaingheists(160) BATTALIONS: Chainguard(120) 1,950/2000 2 CP General idea here is to overwhelm the enemy via deepstriking, than dragging along the rest of my army via ethereal summoning. Depending on the situation, Chainrasps can either hide in the back and camp objectives, or slowly march up the field. Either way, it'll be hard for the enemy to smash through so many bodies, and if need be, they can plow their way up the field. Spirit torment can go where I need it, either buffing the Grimghasts, Myrmourns or Chainrasps. Chaingheists can hang out with him, while pestering enemies with 4d3 shots. It'll be weird shooting stuff, thats for certain. KoS will be my frontline general, generally landing in and summoning minions forth. Has spells to help pin and dispell as needed. Second GoS will do a lot of the same, although he'll be more defensive. Thoughts? P.S. tried out the technique of layering 3:1 Lahmian and Incubi over hexwraith that peachy showed, and wow, does it look good.
  13. Here's something I just cooked up, thats designed for MAXIMUM bravery debuff, while maintaining a good blend of punchy units. If everything goes off perfectly, you get: -1 From Command Trait -2 From Morghasts due to LoB/Morghast rule -1 from Black Knights -2 from 9+ Overwhelming dread For a maximum of 6 Bravery. VERY little will not be running from that big a debuff; factor in units like the Terrorgheist, Banshee and Mortis Engine, and you have some serious MW output. Allegiance: Legion of BloodVampire Lord On Zombie Dragon(440)- General- Deathlance & Shield & Chalice- Trait: Soul-Crushing Contempt - Artefact: Soulbound Garments - Lore of the Vampires: Vile TransferenceVampire Lord (140)Necromancer (110)- Lore of the Deathmages: Overwhelming DreadNecromancer (110)- Lore of the Deathmages: Fading VigourTomb Banshee (80)2 x Morghast Harbingers (220)- Spirit Halberds5 x Dire Wolves (60)5 x Dire Wolves (60)5 x Dire Wolves (60)10 x Black Knights (240)Terrorgheist (300)Mortis Engine (180)Total: 2000 / 2000Allies: 0 / 400Wounds: 121
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