Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Nevar

Members
  • Content count

    295
  • Joined

  • Last visited

Community Reputation

98 Celestant-Prime

About Nevar

  • Rank
    Dracothian Guard

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Nevar

    BLADEGHEIST REVENANTS vs DREADSCYTHE HARRIDANS

    Enemies having a CP banked for Inspiring Presence is a CP not spent on rerolls or other Command Abilities. When you deploy the Harridan battalion and the enemy is aware of their ability, all you do is make their choices on how to spend their CP easier. Yes if you happen to catch someone with this battalion who isn't really paying attention or understanding the game, then this could be clutch, but if you are playing an equal on the table top you just remove one dillema from their mind and allow them to focus more on other things. The Harridans are going to do their damage either way, just like a Bladegeist, but with the Harridan battalion all that happens is the opponent writes off the unit that gets attacked by the Harridans and focuses elsewhere. With the Bladegeists they have to consider if using the CP is worth it or not, especially since the Bladegeists might just bounce off and charge something else. More points of error is generally better when competing against someone of the same level as you. 5++ on the other hand is just a passive bonus that makes the Bladegeists that much harder to kill. While a lot of people overestimate the effect of a single increase from 6++ to 5++, I agree with you on that, equal numbers of people underestimate how much that increase effects. Again, it also presents your opponent with more dillemas. You can snipe the Knight of Shrouds, but then you are not killing the Bladegeists. How much effort do you put into sniping the character? Is removing the 5++ worth the effort? Decisions forced on your opponent have a value of their own, and I am very much in the same camp as you where I do not think just running the numbers accurately simulates the value of a unit or battalion. What puts it cleanly ahead in my mind is that it directly covers one of the weaknesses of the Bladegeists, and that is what you pointed out that in the enemy combat phase they suffer. The 5++ helps mitigate that directly. The banshee battalion does not mitigate their weaknesses. With a KoS using his CP on the Shroud Guard, you have a unit who hits on 2's with 3 attacks each on the charge. Or hitting on 3's with 4 attacks each on the charge. In the banshee battalion you have the Harridans hitting on 4's with 3 attacks each. The Harridans are hoping for 6s to make up those wounds, and then also hoping for a lot of casualties and a high roll on the enemy for more casualties. The Harridans have a lot of 'I hope' involved, which is why I said the Bladegeists are more reliable. The Harridans can spike a lot better than Bladegeists, but I at least would rather not play the "I hope I roll especially well, and he rolls especially poorly." roullette. Also, I am not the one who claimed they were better in every conceivable way. I agree with you, they are mostly even with each other. One is more reliable but not spectacular, and one is much more swingy, but can be spectacular. It all comes down to each player's outlook on tactics. Also... falling back and charging is worth so much in gold I can't even express it.
  2. Nevar

    BLADEGHEIST REVENANTS vs DREADSCYTHE HARRIDANS

    I dunno, 4+/5++ is extremely good. That makes Bladegeists more survivable than nurgle deamons and mortals. 4+ unrendable is amazing, adding a 5++ on top of that is pretty disgusting. Leadership debuff and no inspiring presence is much more situational. I think the Revenents have the better battalion by far.
  3. Nevar

    BLADEGHEIST REVENANTS vs DREADSCYTHE HARRIDANS

    They do have more damage potential overall, but the Bladegeists do have much better tactical flexibility and reliability in my opinion. So I guess it depends on how you like to play.
  4. Nevar

    BLADEGHEIST REVENANTS vs DREADSCYTHE HARRIDANS

    I only meant visually, that was not in reference to any rules.
  5. Nevar

    BLADEGHEIST REVENANTS vs DREADSCYTHE HARRIDANS

    Bladegeists, because the Dreadscythes look lame.
  6. Nevar

    AoS 2 - Nighthaunt Discussion

    MMmm... perhaps I have looked at the word 'enemy' the wrong way. That enemy refers to the enemy of the caster or the enemy of the that unit? I was reading that as if all the victim's enemy units have already fought. However I can also see it meaning all the other units on the side of the target unit. I dunno... someone more versed in the rules might chime in.
  7. Nevar

    AoS 2 - Nighthaunt Discussion

    No... they strike last... that means if they have one massive unit, and you charge it with six small units... all six of your units go before his one unit ever fights.
  8. Nevar

    AoS 2 - Free Cities (Firestorm) Discussion

    I see the downside of not having the Engineer Keyword on most of the Ironweld artillery. Correct me if I am wrong though, but the Celestar Ballista and the Steam Tank do not benefit from the Keyword 'Engineer' at all correct? It is mainly Ironweld stuff that can reroll certain dice when baby sat by an engineer, and worse yet they almost all are within 1" of the artillery piece. That means one engineer can potentially camp on two artillery cannons each, requiring two gunmasters for instance to sit between four cannons as example. Lord-Ordinator can stand in the general area of your artillery to give out a +1 to hit universally to Celestars, Cannons, and Steam Tanks to boot. Hitting on a 3+ and rerolling 4+ are pretty close to the same effect, two Gunmasters run us 160 points, 20 points more than one Ordinator, although I will admit and point out that the Gunmasters have long rifles to help with the battle. Lord-Ordinator only gets into the fight if the enemy is on top of your artillery. The way I see it, I want both engineers and Lord-Ordinator. Celestar Ballista hitting on 2+ at long range, and cannons hitting on re-rolled 3+ is extremely good it seems. Feedback on this idea is wanted. GREYWATER FASTNESS Lord-Ordinator - Grand Hammer Gunmaster - Long Rifle Spellweaver Freeguild Militia x10 Freeguild Handgunners x30 Dwarf Warriors x10 Dwarf Warriors x10 Celestar Ballista x2 Cannons x2 Steam Tank Sisters of the Watch x10 Freeguild Greatswords x10 1960/2000 Points Several of the units in this army are for flavor or because I already own the models. Greatswords, Militia, and Handgunners are models I own for a 1k army, so that is why they are included. Militia also have more guns while also being melee chaff. Dwarf warriors are cheap battle line that ca also play picket fence between my arty and sharp sticks. Handgunners are the bulk of my infantry, but in a pinch are also cushion for the artillery section. Steam Tank because Steam Tank. Spellweaver is a wizard for magical defense and also has a once per game auto-unbind to save my bacon from comets and the like. As a bonus she can revive the Sisters of the Watch if they are not wiped out. Sisters of the Watch can be witheringly good if they don't move and no one shoots them back, plus they can stand just behind the meat shields and get to shoot during the charge phase if anyone is foolish enough to multicharge into them. The downside is obviously objective scoring, but I mainly plan on using this as a castle force with smaller chaff units grabbing objectives and also slowing down enemy advance. Dwarf warriors, militia, greatswords, and steam tank can move up to contest in the mid field if the enemy doesn't have deep-strike shinanigans, and the ranged elements should be able to offer support where needed to make the 10 man units able to win or contest side objectives. I will be unlikely to ever hold any objectives in the enemy deployment zone.
  9. Nevar

    AoS 2 - Nighthaunt Discussion

    Nothing about being the victim of a Soul Cage is good. Striking last means you can put this on their 'big unit' their horde or elites or monsters, and then pile on the attacks from your whole army before it gets a chance to return in kind. You can very easily dog-pile your enemy's key units with Soul Cage, and at 1k points, most armies only have one or two key combat units since there is not as much points to spend on redundancy.
  10. Nevar

    AoS 2 - Nighthaunt Discussion

    Or just be a bearer of 'Soul Cage' as that spell is brutal at 1k points, and he is likely to be in range of casting it when he needs it.
  11. Nevar

    AoS 2 - Free Cities (Firestorm) Discussion

    So question... Is the Lord-Ordinator not the perfect Engineer for a Greywater force? +1 to hit seems extremely good when I am planning on spamming warmachines. I was under the impression he was not good anymore after his nerf, but a +1 to hit is still really good, especially when it applies to all Order warmachines around him. That seems like it would include artillery and even the Steam Tank.
  12. Nevar

    AoS 2 - Nighthaunt Discussion

    Everything also depends on the Meta as well. My local meta is not the hyper competitive tourney scene, but at the same time I have people who bring 4 void scrolls, or have three of those 6 MW elephants. My primary force, and the one I have been using for the past year, has been made up of 15 Hexwraiths and supporting Spirit Hosts. A block of 15 Hexwraiths are extremely good at closing the distance and charging the enemy through normal means, and if the enemy is even closer they can make use of their Spectral Hunters rule to cause more wounds. I suppose my point is that Hexwraiths are not in the 'bad' column of units. I would say they are in the top 3rd of our options, especially as a battle line option, and especially for a break-neck center line who can chew on even heavily armored foes.
  13. Nevar

    AoS 2 - Nighthaunt Discussion

    I do not dissagree with the assessment of the Deathriders Battalion, as it would require too much investment for what it gives you. However, we cannot deep-strike all of our forces, and Hexwraiths -are- the only unit that can succeed in a T1 charge if they are not deep-struck. Go second, wait for the enemy to advance, then deepstrike your flanking elements and use the swift moving Hexes to charge the front line. So far this has not let me down. It allows for my entire army to hit on T1, instead of filtering in units over the course of the game.
  14. Nevar

    Reikenor the Grimhailer Wings

    I removed mine entirely. Also, the Dreadblade Harrows are basically the same scale as the Hexwraiths, so they will not convert well to Reikenor as he is a lot larger. I am adding an image i had on hand showing my modified Reikenor next to other models so you can see scale.
  15. Nevar

    Nighthaunt: The Garrison of Nacht'Tor

    Orruks in the Mist The seeming endless dusk stretches across the northern tangled wilds of The Harrowmark as brutish iron shod boots of an Orruk warband disturbs the silence of the wood. These brutes clad head to toe in purple hued plates of strange metals had heard of both riches to be found in the ruins of what had once been the Dutchy of Holsstok, and of vicious and brutal guardians of the region that promised a fight the likes of which any Orruk would grin at. These were not any Orruks however, these were merely a raiding part of a much larger tribe who had resided within Shyish for as long as any bothered to remember. They reveled in the constant battles with the Cannibal Courts and beasts of the tangled Harrowmark, and though they were not individually much fun, the skeletal legions offered near endless ranks of foes to slay. Mists gathered around the underbrush and pooled like a creeping carpet as the warband jostled each other into a choked clearing where the ruins of what looked like it might have been a village lay sprawled. The massive Orruk leading the mob paused and gave a glare to his right that caused the three massive green skins riding misshapen boars to advance ahead of his throng. They had seen enough of the dead's trickery to know unnatural phenomenon when it presented itself. Hollow and echoing war horns sounded, strange claxons that seemed to be all around, far away, right on top of you, and yet eerily distant as if from another world all together rose up from the dark woods across from the Orruk mob. From the mists thundered rank upon rank of ghostly riders, or they would have thundered if they were any more substantial than the mists they skated atop. Leading the charge was a dark figure on a massive nightmare of a horse, and the Orruk warchanter standing in his throng knew he had found the right place. The Dark Marquees and his host of vengeful riders had come to meet their intrusion. The warchanter grinned in savage glee and bellowed into the air to rouse his throng... and call back his Big Boss. With a guttural roar from above, whose energetic and bestial sound that seemed alien to the realm of dead things, a massive drake spawned beast straddled by a giant of an Orruk crashes into the clearing with a shower of dirt and ruined stones. The warband of Orruks roared in response and charged ahead of the landed mawkrusha. The spectral riders answered in silence as they tore across the clearing and village ruins. BATTLE REPORT This was a 1k points battle on a 4x4 board. Terrain was a few ruins with hedges and walls, plus some wooded area terrain. The terrain only had the effect of keeping the Mawkrusha out of combat for one additional turn because he couldn't fit into the action. Other than that it was just pretty on the table. Shyish Orruk Warband Big Boss on Mawkrusha - Artifact allowed him to ignore -1 rend. Warchanter x3 Gore Gruntas x20 Ardboys - with dual weapons, banner, and champion The Marquees Shade-Host Mounted Knight of Shrouds - Ruler of the Spirit Hosts, Midnight Tome Guardian of Souls x15 Hexwraiths x3 Spirit Hosts x3 Spirit Hosts Mission: Border War All directions like left or right flank will be from the perspective of the Shade-Host's perspective. Deployment resulted in the mob of 20 Ardboys toeing the deployment line in the center of the clearing. Mawkrusha was directly behind them, unworried about being stopped up because he can fly. Warchanter mixed into the Ardboys on the left flank of the block, and on the far left flank were the 3 Goregruntas. The Hexwraiths matched the Ardboys, forming up in a long line in the center at the very limits of deployment, with the Marquees (mKoS) directly behind in a mirror to the Orruk's general. Similarly, like the orruks, the Guardian of souls deployed on the left side of the Hexwraiths very aware he will be unlikely to keep up. Both units of Spirit Hosts were dormant in the ruins of the village. Unlike the Hexwraiths and the Marquees, these poor souls are the restless dead of the long since slain villagers, not really part of the Shade-Host. Orruks got first turn, using the destruction ability he got a free move for one unit, which he gave to the Goregruntas, shuffling them forward into the village ruins to claim the left hand objective before the first movement phase had even begun. The rest of the Orruks advanced, Ardboys running and the Mawkrusha and Warchanter in support. At the end of his first turn he had scored 3 VPs, 1 for his home field objective, and two for the left hand objective. Shade-Host's first turn saw the angry dead rise from the ruins of the village to assist the Shade-Host in driving out the interlopers. The Spirit Hosts deep-strike in the back left and back right of the table behind the Orruk lines just at 9" from the Goregruntas and the Mawkrusha. The hope was to tie up the two 'heavy' units in the Orruk line, and allow me to tackle the Ardboys in force. Hexwraiths moved up the center getting somewhere around 7-8" from the Orruk front line. The Marquees followed his retinue with the Guardian of Souls drifting behind keeping within 6" of the home objective. In the charge phase, both Spirit Hosts failed their charges, and I withheld my CP reroll for the Hexwraiths. Fortunately, the Hexwraiths rolled an 11 on their charge, smashing clear into the Orruk lines and using their wave of terror ability brought down four of the Orruks out of sequence. In the actual combat phase, the Hexwraiths managed to kill three more Orruks. Their counter attacks resulted in the loss of two Hexwraiths. Battle-shock saw off three more Orruks, as his bravery is 6 base, +2 for his banner, -1 from the Nighthaunt spooky. So it was basically a dice roll to see how many fled and he rolled a 3. With only 12 models left against my 13 Hexwraiths, and my Guardian of Souls still in range of the home objective, the Shade-Host scored 5 VP by claiming his objective and mine. Initiative roll off was a tie, and therefore went to the Orruks. Using both of his CP he double WAAAGH! adding +2 attacks to all of his forces. The Goregruntas turned around to charge back toward the Spirit Host behind him, and the Mawkrusha piled it's way into the action in the gap left by all the slain Ardboys. The ensuing combat resulted in the loss of four Hexwraiths and two of the Spirit Hosts. Hexwraith strike back removed another few Orruks, three or four I don't recall. All attacks were put into the Orruks to ensure I continued to outnumber the Orruks on the point. Shade-Host turn 2 saw the revival of two Hexwraiths, I rolled a 2 on my Ruler of the Spirit Hosts, and a 3 on the Guardian of Souls spell. The right flank Spirit Hosts move to outside 3" of the Mawkrusha and also into scoring range of his objective. The Marquees moves into position to charge the Warchanter who was freed from combat by Hexwraith removals. Spirit Hosts charged the Mawkrusha, and the Marquees rolled a 10 on his charge and immediately put 4 wounds on the warchanter. Piling in with the Hexwraiths saw the mop up of the Ardboys and a few wounds on the Mawkrusha. Warchanter caused a single wound to the Marquees, but he then finished him off and regained that wound with the sword of stolen hours. The Shade-Host again scores 5 VPs due to outnumbering the Orruks on the their own objective and the Guardian of Souls being within range of our home objective. The final battleround saw the Mawkrusha get swept up by the Spirit Hosts and Hexwraiths, and the Goregruntas finishing off the Spirit Hosts on the left before riding back toward the middle. The Orruks conceded the field, as the Shade-Host was set to score another 5 VP, while only having 5 total. Shade-Host Victory - 10 VP to 5 VP
×