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


  • Content Count

  • Joined

  • Last visited

Community Reputation

182 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. Hey guys, I am going to be starting a Warcry campaign with friends soon, and to be honest... I am not really super stoked with -any- of the factions in the initial Warcry release. I normally play Nighthaunt, but none of my favorite models were included. No free people, no Seraphon, no Sacrosanct or Warrior Chambers, no Vampires, etc. So... I have decided to make a 'counts as' Seraphon warband. Instead of making custom rules though I am just going to use stand ins and Untamed Beasts seem like the best option. A lot of models in the Untamed Beasts, as well as their abilities and names translate pretty seamlessly over to the vicious dinomen. I have an unbuilt Carnosaur kit, so I intend to take the riders off the beast as characters in the warband, and then have the unmounted dino as a stand in for one of the chaos monsters. Feral Troglodon or Carnosaur, depends on which can fit onto a chaos beast easiest. Anyways, the list I have in mind looks like this. Heart-Eater (Leader) - Using the Saurus Oldblood Beast Speaker - Using the Troglodon Rider Skink Rocktusk Kitty - I have scourge runner cold ones laying about, raptors as kitties ftw. Rocktusk Kitty2 - Cold One Plains Runner - Skink! Plains Runner Plains Runner Plains Runner I worry it has too few bodies, and no prey-takers or javalin guy. Two Cold Ones (rocktusks) might be overboard. Do I need two Beast Speakers? Is it a bad idea to run with no Prey-Takers? Normally I like 'elite' lists, but until the Lizardman Blood Bowl team is released for Saurus conversion fodder I have to stick to as many skinks (plains runners) as possible for now. Anyone tried double rocktusks? Could three kitties do well? How much support do the cats (raptors) need from beast speakers?
  2. I would skip the Glaivewraiths unless you really like the models. They are not impressive in Warcry or Age of Sigmar.
  3. Outstanding models. Not my cup of tea aesthetically, but they are clearly tied into Nagash's aesthetic. Excellent models, luckily I don't have to shell out any money myself. Slightly disappointed there was no Seraphon news, but since i have to start saving for Sisters of Battle it is good neither these new death guys, nor updated Seraphon models were revealed.
  4. The Warcry version is actually missing terrain compared to the full set. You get one less statue/gate sprue from what I could tell.
  5. I also added a white dry brush starting near the bottom wisps of the models and moving up. The tips of the wisps are nearly completely white from the dry brushing, and I also added a bit more at the top of the models to highlight specific details and the like. Here is an example of a model in progress that has no white dry brushing yet. While the oxide does a good job, you don't get the full definition of forms you get with the added step of dry brushing. The white drybrush can also be done sloppily near their hands or other places their ghostly bodies come into contact with 'physical' objects like their weapons and the like, and it gives a semi-object source lighting effect that helps make them feel ghosty. My friend says they look like undead marshmallows with swords.
  6. Hammond Ladrian - Master of the Einhundert Before the fall of Nacht'Tor, Kolonal Ladrian was the commander of the Einhundert mercenary company. While the Einhundert and Ladrian himself worked for the highest bidder across the Realms, he was a personal friend and former companion to Duke Holsstok in his earlier more adventurous days. Like Janis Mistwalker, Hammond Ladrian's loyalty to the Duke came from years of travelling and fighting side by side with the Arch Mage seeking wealth and glory in their youth. When Duke Holsstok contacted his friend to hire The Einhundert, more than the promise of pay brought the loyal Einhundert through the gate into Nacht'Tor. Janis Mistwalker - Realm Gate Warden Janis Mistwalker has been a traveling companion of Duke Holsstok since they traveled the Realms together with Hammond Ladrian. Where Hammond was a peerless tactician and swordmaster, and the Duke was an arcane prodigy, Janis was a bit less specialized. While he drew on some arcane might of his own and learned what he could from Aldrik, he also sparred and learned the sword with Hammond. While Ladrian went off to form his own mercenary company, and Aldrik settled into a role as Lord and husband in Fendale, Janis continued to probe the Realms and investigate the waygates between them. It was Janis Mistwalker that convinced Aldrik Holsstok to form an expedition into the Harrowmark. As a Gate Warden he was extremely familiar with many of the Ways into and out of the Harrowmark, and he was instrumental in carving out the Harrowways between the villages in the Holsstok domain. Arnold Holsstok - Marquees of Nacht'Tor The son of Aldrik Holsstok, Duke of the Holsstok Duchy in the Harrowmark, is Arnold Holsstok. As the heir to both his father's titles and his arcane talent, Arnold was trained in arms by his father's swordmaster Hammond Ladrian, in arcane rites and the winds of magic by both his father and Janis Mistwalker, and horsemanship by the House retainer Talmanis. During his coming of age years he rode with the Knight-Host of Nacht'Tor directly under Ser Talmanis to respond to threats to the outlying villages of the Duchy as the mounted force was the primary security that the fortress could provide to settlements ranging far and wide from it's walls. Thanks to the Harrowway network of warded roads created by Janis, Arnold and the Knight-Host would have nearly a decade of success before the fall. Lady Valet Shareez - Betrothed of Arnold Holsstok The Lady Valet Shareez was the first daughter of House Shareez back in the city of Fendale. While the Holsstoks bore the twin tailed comet of Sigmar upon their crests for generations, the House Shareez had kept the faith in Alarielle The Everqueen. The marriage of the Marquees and joining of the two houses was thought to help unify some of the faction back in Fendale, as well as garner further support for the Holsstok expedition into Shyish from House Shareez and other faithful of the Everqueen. While the Holsstoks could bring Sigmar's Order to the fringes of the Harrowmark, only the touch of the Everqueen could hope to turn the struggling farms and settlements into truly thriving colonies. Unfortunately Lady Valet, her armsmen, and a cadre of her priestesses were in the Keep during the fall. Now the twisting vines and brambles in and around Keep Nacht'Tor writhe with malignant anger, and the shrieks of cursed banshees are not unknown among the haunted halls. Fedrin Kane - Watchmaster of Nacht'Tor As a former member of the Einhundert, Fedrin had retired into the Holsstok House Guard long before the Duke decided to launch his doomed expedition into Shyish. As a swordmaster of the legendary band, he had quickly rose in ranks among Duke Holsstok's armsmen and gained the position of Watchmaster. When the expedition was planned, Fedrin Kane was the foremost voice of warning about such an ambitious venture. It was also Fedrin's cautious voice that had Aldrik refrain from moving the House nobles into the keep until its construction had been complete. While the glories and fall of the keep is what is mainly recorded and whispered about, the construction of the keep though hastened by arcane means was a harrowing struggle of its own. Armsmen and mercenaries like Fedrin were the first ones through the realm gate and were charged with months of encampment at the site to defend the builders of the keep as they worked. The loyal Fedrin Kane was the first to raise the alarm on the night of the fall, though was quickly killed by a traitor in the keep. Now his shade is the most often seen specter by any who pass through the keep, with watch lantern leading the way, and his sound of alarms driving the spirits of the keep into maddening fury. Keegan - Quartermaster of the House Guard Unlike many of the important persons among the Duke's retinue, the man known only as Keegan was a man of humble beginnings in the slums of Fendale. Seeking a better life he enlists in the household guard of the first noble family that would have him. Fate would see that this House was that of the Holsstoks. He served a distinguished yet quiet and dutiful career in the House Guard for two decades before being chosen from the ranks for his honesty and skill with numbers. The Duke named him Quartermaster and attempted to give him a minor title, but the man known as Keegan humbly refused the title and took the position out of duty. Keegan it was said, thought honest pay and the love of his wife Bethany were all that was needed in the realms. He was last seen holding the passage to the Sanctuary of Alarielle where the women and children of the keep had been sent. Sayzen Veloran - Chief Librarian The mage known as Sayzen was first recruited by Aldrik a decade before the expedition to Shyish. Through their travels and adventures, Ladrian, Aldrik, and Janus had come by many artifacts, scrolls, books, and items of power across the realms. With the duties of being a Lord and seeing to his family, Aldrik no longer was confident in his ability to keep these items safe, nor did he have the time to devote to studying them and unlocking their secrets. The kindly scholar and mage known to all as Sayzen was a friend of Janis and fit in quickly with the House hold. He would even go on to be one of the Duke's most trusted advisors. His position also helped the scholarly mage learn much from the seasoned members of the household like Ladrian and Aldrik making him a compitent swordsman and powerful mage. Even so, if one wanted to find the man named Sayzen, the vaults and libraries of the keep were the best bet. Swordmasters of the Einhundert Not actually originally formed by Hammond Ladrian, the Einhundert was a Free Guild greatsword company working for coin in Ghyran. The seasoned company had fought campaigns against everything from beastmen to sylvaneth and everything in between. While not yet famous in anyway, they had an honest and reliable reputation that ensured that they were nearly always employed. When Hammond joined them, their rise and fame would enrich their company, and eventually doom them. In the decade Aldrik was building up his House, Hammond Ladrian was rising through the ranks and leading his mercenary company from a respected and reliable company of swordsmen, to becoming the single most famous company of swordmasters in the leagues surrounding the budding city of Fendale. While their fame was muted by distance as they traveled the Realms, the Einhundert would see action across half a dozen of the Mortal Realms. The loyalty of company was squarely behind the accomplished adventurer Ladrian when the call came from Aldrik seeking to hire their services. The friendship of Ladrian to Aldrik, and the loyalty of the men of the Einhundert to Ladrian, would see the famed company hired for much lower than what they might have demanded from other patrons. It would be the Einhundert that added backbone to the garrison of Nacht'Tor and made the setup of Aldrik's duchy in Shyish possible. Even the stalwart nature of this famed company however, could not stand before the ire of Nagash in his own realm. Knight-Host of House Holsstok Unlike the hired mercenaries and lowborn armsmen of the House, the men of the Knight-Host were to a man, third and fourth sons of various noble houses of Fendale. While they would find no lands or titles, a life in the Knight-Host gave these forgotten noble sons meaning and purpose and solidified their loyalty to House Holsstok beyond that of coin to a mercenary. This loyalty did not stop internal competition and rivalries among the lordlings, but this spirit of competition also helped garner an edge of skill in the Knights of House Holsstok. While the Knight-Host numbered only a couple hundred Knights plus that again in squires and supporting armsmen, they were numerous and well equipped enough to serve as the fast response force of the House when it moved into the Harrowmark. With Janis Mistwalker and the mage circle of the House spending nearly two years carving out warded roadways called the Harrowways between villages, the reach of the Knight-Host ever expanded. At the height of the Duchy's expansion, the Knight-Host could ride to the defense of even the farthest flung village of the holdings in two days or less depending on how hard they pushed their steeds. The combination of the Harrowways and the skills of the Knight-Host would see to the safety of travel among the haunted woods of the Harrowmark's fringe and allow the Duke's domain to flourish in what was everywhere else, the choking malignant forest of the Harrowmark. House Shareez Armsmen The souls of Lady Valet Shareez's personal Armsmen sent to ensure her safety in the keep of Nacht'Tor, lead by her Warden Kevin Kale. Armsmen of House Holsstok Lowborn soldiers of the House, one unit modeled with shields so I can tell them apart if they blob up. Endless Spells I prefer endless spells that cannot backfire on me. Shackles are good for board control, Cogs normally can't be stolen from me, and the Pendulum goes on off in one direction and won't come back. Gravesites Thanks to the Legion of Grief, I can properly use my gravesite markers now. I had been using them as Nighthaunt objectives for a bit, but most missions have specific objectives. =================================================================================================================== I only have five more units unpainted in my collection. Once they are complete I just need to expand the Einhundert with more Bladegeists, total of 40, and but some direwolves as battleline to let me play 2k points. Still on the painting desk is the Knight Captain Telmanis, the Traitor of the South Gate, Duke Aldrik himself, the Holsstok Huntsmen, and Aldrik's Circle of Mages. For those who care about actual AoS rules and such, the characters above are models representing these units. Ladrian - Kurdoss Janis - Dreadblade Harrow: normally with an artifact or command ability to make him a wizard Arnold - Reikenor Valet - Briar Queen Fedrin - Spirit Torment Keegan - Knight of Shrouds (foot) Sayzen - Guardian of Souls Telmanis - Will be a mounted Knight of Shrouds Edis the Coward - Necromancer (traitor of the north gate) Duke Aldrik - Lady Olynder Duke Aldrik on Circle of Mages - Nagash
  7. So maybe this has been covered already... but can LoG not take the Aetherquartz Brooch and Vassal of the Craven King for two rolls of a 5+ to refund out CPs? Add in Kurdoss and that is three different 5+ rolls to acquire more CPs per turn. Is there a rule of one somewhere to keep this from happening?
  8. Justice for Garkhorr... The main problem I have with the Legion of Grief, is that 'Deathly Invocation' which is a massive part of the normal LoN is mostly missing. It is a primary source of recursion in LoN from Necromancers and Vampire Lords. In LoG we can now bring in Necromancers but lost out on Vamps. I really wish they would move Deathly Invocation into an allegiance ability for all of your heroes instead of installing them into the unit profiles. That said... you are going to want a Necromancer badly for Danse Macabre, as most factions have some way to fight twice. Nighthaunt had Wave of Terror, LoN have Danse Macabre. If you don't have a necro you can't do it. That irks me a bit because he is slow and outside of my Nighthaunt theme, but if you are open to Skelebobs I can't see a Necromancer being an issue for you. You could even make him a general and have him hang out in a blob of 40 Chainrasps. The 4+ wound transfer plus his Deathly Invocation would make him a pretty survivable general, and chainrasps are as slow as he is so he won't get left behind. Mine gets left behind too much because my Bladegeists go scooting off faster than he can run.
  9. Give me 'battleline' for Glaives and they are fixed in my opinion... otherwise they need a huge points reduction or entire reworks. I think general point cost reductions can solve all of our issues, things like Kurdoss at 220 is only meh when his stats are how they are. If his cost was reduced to 180 or so, then he would be a lot more attractive. Reikenor is arguably better overall and he is cheaper than Kurdoss. Immune to rend is less valuable than high saves in my opinion, and other factions being able to beef up their saves through terrain, spells, abilities, etc. is better than ethereal in my opinion as a lot of things that murder my ghosts have zero rend already. Looking at your Daughters of Khaine. But again, point cost reductions solves everything. As to the 'role' of Bladegiests and Grimghasts... I think they are well enough seperated from each other. Grims are made for grinding the melee, Blades are mobile hit and run specialists. Really only the Harridans needed something, and LoG is their home I think.
  10. Speaking of updated app... I suddenly see a Necromancer on Nightmare in the list of leaders... but it is clearly outdated with it's abilities and spells referencing skeletons and zombies specifically instead of 'Summonable' and it does not have the Deathly Invocation ability. Is that just a legacy unit, or is there any reason to hope it gets updated? A speedier Necromancer would be a lot of help in keeping up with all my speedy spooks.
  11. They can also really easily just reprint the NH spell lore into the LoG. Honestly I would prefer that. I -really- love everything about NH as they are except for their allegiance abilities. Wave of Terror is cool, but not as good or as skill based as grave sites and summoning of dead units like the other Legions have. NH spell list is more than awesome enough, similarly all of our Artifacts are more than good enough for me. I am hoping for just a legion like the others that is led by Olynder and adds the grave sites and Deathly Invocation abilities to all NH characters played inside LoG. As it is, NH inside LoN is not quite what I would want, because I am not interested in Necromancers or Vampires, but I really enjoy the attrition game of the Legions, and would love to use pure NH with the LoN alleigence abilities.
  12. I am praying for our Nighthaunt heroes gaining the 1d3 model revive ability that the rest of the LoN heroes get in the Legion of Grief so I can play LoN and grave sites as effectively with spooks as I would with skelebobs.
  13. Well we are playing a gambling army... Kurdoss leans into that and I have used him the first couple times recently. Stealing your opponent's command point has a varying level of effectiveness. For example, against my DoK opponent, I he is their nemesis because anytime he steals their command point is a turn they do not get their fancy command abilities to murder my sheets. The amount of maniac cackling I have been able to do against my DoK opponent has been more than I expected. I get at least one a game, and that turn is just the saddest turn of AoS for my opponent every time. His damage output is likewise a huge gamble. Sometimes he hits like a freight train... then other times he is extremely unimpressive. All that said... he can completely cripple some enemies, and will be completely useless against others. Like most of Nighthaunt... you have to just roll the dice, and I feel like everyone is trying to maximize reliability in their lists in an army that is inherently unreliable.
  14. If this is true I am the biggest cheater on the planet. I don't see where or why you cannot re-roll successful charges. That said, it has never gotten me a WoT, but I have tried it several times unaware this was against the rules if it is...
  15. Well it would not be, if we could reliably get one or two Waves of Terror per charge phase. If we traded the ability to revive our units for the 'glass cannon' or offensive trade off of getting multiple pile ins... then Legions would play as a slow grind where units are coming back, and Nighthaunt would be a literal 'Wave of Terror' that either strikes hard an decisively or else misses and has to fight uphill. For instance, what if Wave of Terror was a 7+ charge on turn 1, then 10+ on turn 2, and then 12+ only for the rest of the game? That would make CP re-rolls to fish for WoT on turn one extremely good and would make us want to have as many spare CPs as we could at the beginning of the game. It would also make Nighthaunt -need- to deploy with very good skill to get the most out of their early game strength, with their high mobility letting them try and stay ahead of the game as their power dwindles away. I am not saying that idea is balanced or I would want that system... my point is in that instance there is a -game plan- I can go into a game working around when it comes to our gimmick. It also separates us further from Legions, and if Grims had much easier means to get WoT in our allegiance... then they wouldn't completely overshadow us. Even the Deepkin tides or the Maggotkin cycle is something you can plan around. Nighthaunt just have nothing we can build our army or our battle plans around.
  • Create New...