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Neck-Romantic

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Everything posted by Neck-Romantic

  1. I thought one was an order from a unit champion/hero and one was our Hero's built in command ability... Otherwise whats the point of the KoS's ability at all?
  2. Or the mounted KoS; give it an all out attack order and +1 attack and fling the Mourn at scary targets. Bonus points if a Torment is nearby for Frightful rerolls Im more excited that the Mourn will see more use for Roar and Demolishing terrain pices
  3. Just wasnt sure if they counted for the new ability sets
  4. Of all of our models I would suspect the Torment of being made a Priest if they retroactively give out the tag. The GoS is more the healer type but I doubt they will rewrite it out of it's wizard status. *edit* actually come to think of it; with BR designed with 3rd Ed in mind... one wonders why the KC isnt a priest.
  5. Picked up a Vorgheist flesh craft studios Mourngul alternate sculpt; hope they are made Monsters
  6. Oh hey; I have a question for those in the know. Are we getting Priests? They have a slew of new abilities and synergies/anti enemy priest gimmicks....but afaik we dont have any
  7. One of my preferred setups was 2 blobs of 6 spirit hosts and a Torment as my anvil, a unit of 12 myrmourns, 1 to 2 units of 10 bladegheists with a KoSES and Torment as a underworld deploying hammer, with a teleporting Harrow with a Tome packing an Emerald Lifeswarm popping between the two as needed. Depending on points you can squeeze in a Mourngul or Olynder or what have you. But that was at 2k
  8. I shudder to ever think of Myrmourns as a 'screen' as they are one of our most effective elite specialized units. Then again from what I understand you cant take them in units of 12 anymore smdh
  9. @Jabbuk I know 1k point is pretty restrictive, but with the way the game is right now its not a good idea to focus on boosts and buffs to the exclusion of your troops. Too many armies are capable of sniping your heroes and chainghasts off the table turn 1; so I would bring more meat less potatoes
  10. Agreed. In all honesty Im not planning on playing my ghosts until they get a new book. Its felt like you have to work very much harder just to hold your own vs the newer armies out there, and its only going to get worse with the Monster rules until we get a re-vamp. Imho.
  11. Option C is the same as A. Theyre saying the KC only boosts for failed armor saves so youde have default mortal saves. Nobody is saying the KC boosts armor save ward while removing regular 6+ mortal save ward.
  12. Technically all Mortal Wounds become regular wounds after they have been allocated. All they do is bypass a model's to-wound and/or armor save steps depending on when they occur. I would agree with Enix's take on the KC. I would also agree; with no heat or venom implied, that being affiliated with blogs or websites pertaining to the hobby does not make one infallible or the final word on rules discussions.
  13. But still having to stay in cohesion while lapping around an enemy unit, correct? That still feels like its going to be gigantic pita
  14. Personally I would rather the Coach be expanded to a hero and the Mourngul beefed slightly (or price reduced) and made a Monster
  15. Interesting! Makes me think it wont be fading into antiquity after all
  16. Every GHB I always have high hopes for the Mournghul 😁
  17. We need a redesign on what the faction is intended to do. It feels like they really wanted to make a army that played outside the rules, unrendable saves while doing mortals, everything flying and interacting with bravery all felt like attempts to make an army that stood apart and functioned outside the standard. If they want to recapture that feel, I honestly think they should make NH; 3+ Ethereal, 6+ ward or 4+ ethereal 5+ ward army wide Expand Frightful touch to be a buff we can cast on whole units, either giving them a 6+ frightful or boosting their current 6+ to 5+ Either more bravery debuffs or more access to shutting down 'ignore bravery tests' mechanics Regenerating d3 models per unit per turn. And then naturally rebalancing points accordingly
  18. With all of the 3.0 changes at this point Im hoping for a full redesign of the faction
  19. Ehhhh he is overcosted but not massivly so. The aura is still great, he benefits from GoS and Spirit Torment auras, you can tuck him in with bladegheists/reapers as they plow into their preferred target and have him leap out to swallow most heroes whole while debuffing a huge swathe of the enemy. Now as a Monster they have access to all the new abilities, thus increasing usefullness.
  20. Definitely an interesting read; some of my first thoughts are theres quite a few +1 to save effects we cannot benefit from, and Priests seem extremely vulnerable with the 48" range on Smite. Predatory endless spells getting a boost, smite, still being able to tarhet heroes with ranged attacks... looking pretty grim for our heroes. My guess is the GoS or the Spirit Torment will become a priest
  21. @bayul Agreed; I had originally hoped to field a Terrorghiest along with Nighthaunt bravery shenanigans but alas
  22. It feels like NH lack a strong 'theme' that sctually translates to effectiveness on the table. Khorne are scary in melee, Tzeentch and high elves are amazing at magic etc. If bravery is really supposed to be our "oh sh*t" theme, maybe we should get an army-wide "Always strikes first" vs enemies with a bravery of X or lower. That would give our bravery debuffs a use, and really give us our "oh sh*t" niche. Perhaps change wave of terror to causing impact mortal wounds and an additional -1 bravery to compensate. (I have always wanted to see frightful touch expanded as well)
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