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Undeadly

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Posts posted by Undeadly

  1. 8 hours ago, Neck-Romantic said:

    Bladegheists, Harridans and the (much better) executioner sculpt up for preorder on the far east side of the world; thankfully Bladegheists are 10 to a box.

    Since they are fielded in chunks of 5 per pricepoint, and after seeing the Chainrasp pricing fiasco I was worried they would be 5 to a box for $45.

    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.

  2. Alright, here is a silly list; Arkhans Magic Show featuring: Some spooky ghosts.

    Allegiance: Legion of Sacrament
    Arkhan The Black Mortarch of Sacrament (320)
    - General
    - Lore of the Dead: Amaranthine Orb (Vampires)
    Necromancer (110)
    - Lore of the Deathmages: Overwhelming Dread
    Necromancer (110)
    - Artefact: Black Gem 
    - Lore of the Deathmages: Soul Harvest
    Vampire Lord (140)
    - Mount: Flying Horror
    - Artefact: Shroud of Darkness 
    - Lore of the Vampires: Vile Transference
    20 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 / 2000
    Extra Command Points: 4
    Allies: 0 / 400
    Wounds: 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? 

    • Like 1
  3. Based on what I learned today, here's a silly little list based on the idea.

    Allegiance: Legion of Sacrament
    Arkhan 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 Pinions
    Necromancer (110)
    - Lore of the Deathmages: Soul Harvest
    Necromancer (110)
    - Artefact: Wristbands of Black Gold 
    - Lore of the Deathmages: Overwhelming Dread
    20 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 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 113

    • Like 1
  4. 4 hours ago, KoalaSnok said:

    Your amount of CP. Nothing else ;)

    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?

  5. 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: Nighthaunt
    Knight of Shrouds on Ethereal Steed(140)
    - Artefact: Midnight Tome 
    Reikenor the Grimhailer (180)
    - Lore of the Underworlds: Soul Cage
    Spirit Torment (120)
    Guardian of Souls with Nightmare Lantern (140)
    - General
    - Trait: Cloaked in Shadow 
    - Lore of the Underworlds: Shademist
    30 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 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 139Allegiance: Nighthaunt

    Leaders
    Knight of Shrouds on Ethereal Steed(140)
    - Artefact: Midnight Tome 
    Reikenor the Grimhailer (180)
    - Lore of the Underworlds: Soul Cage
    Spirit Torment (120)
    Guardian of Souls with Nightmare Lantern (140)
    - General
    - Trait: Cloaked in Shadow 
    - Lore of the Underworlds: Shademist

    Battleline
    30 x Grimghast Reapers (360)
    30 x Grimghast Reapers (360)
    40 x Chainrasp Horde (280)

    Units
    8 x Myrmourn Banshees (160)
    4 x Chainghasts (160)

    Endless Spells
    Chronomantic Cogs (60)
    Aethervoid Pendulum (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 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?

  6. 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?

     

  7. 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.

    • Thanks 1
  8. 10 minutes ago, Hoseman said:

    Am I missing something? I see on app the same warscroll as days ago. I deleted and downloaded and see everything the same. Also the turtle has the 3 attaks on diatance.

    So as sylvaneth Alarielle and brachwraith is supposed to change for the summoning and still the same warscroll as always 

    Update the app itself

    • Thanks 1
  9. 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 Blood
    Vampire Lord On Zombie Dragon(440)
    - General
    - Deathlance & Shield & Chalice
    - Trait: Soul-Crushing Contempt 
    - Artefact: Soulbound Garments 
    - Lore of the Vampires: Vile Transference
    Vampire Lord (140)
    Necromancer (110)
    - Lore of the Deathmages: Overwhelming Dread
    Necromancer (110)
    - Lore of the Deathmages: Fading Vigour
    Tomb Banshee (80)
    2 x Morghast Harbingers (220)
    - Spirit Halberds
    5 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 / 2000
    Allies: 0 / 400
    Wounds: 121

    • Like 1
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