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Nevar

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Posts posted by Nevar

  1. 1 hour ago, Neck-Romantic said:

    Could also use midnight tome instead, executioner would get a NH spell and he could buy a cheap Endless spell... if he doesnt mind using a token

    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.

  2. 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.

  3. 28 minutes ago, ianob said:

    You can DS all of your army that matters if you build your army properly. Reikenor will start on the board (for cogs), so will Chainrasps (screen/objective holder) as well as other bits (a midfield unit of Grims, another support hero, a Dreadblade harrow, Glaivewraiths in Death Stalker, etc). You should be popping 3-4 units up in most army builds.

    Also, they're not the only unit that can success in a T1 charge. Many new missions are 18" deployment distance, which means 8" move + a 10" charge (8 with cogs) on T1 to charge. Not reliable, but easily doable and happens a lot (especially if you do it with multiple units). I've had good T1s with Glaivewraiths wiping 10 man objective sitters and so on.

    I guess what I'm getting at is that there are better ways to play than taking "bad" units to get around a problem that you should be able to solve in list building.

    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.

  4. 1 hour ago, ianob said:

    The question you have to ask yourself, is "is getting these units into combat easily actually worth it if they dont do enough whilst they're there?" and unfortunately the answer is no. Hexwraiths are just overcosted for what they do.

    If this was your army's only way of getting a T1 charge I'd be right there with you. But it isn't, your whole army can deepstrike and charge on a 7 with cogs, so deepstrike some better units instead!

    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.

  5. 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.

    20180723_174036.jpg.1b83188468044b02566562406c665269.jpg

    • Like 2
  6. 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

    • Like 3
  7. 2 hours ago, Dracan said:

    Hmm was sure you could buy artifacts same as command points... not sure where i got that from lol. 

    Problem with splitting the hexies are that only 2 units are allowed in the battalion and while i agree 10 is too many, i feel 5 are too few, i would run them in 7-8man units if i could.

    Grimghasts  are very good but have a massive problem... bladegheists look cooler lol.

    I absolutely love myrmourns they hit like a ghost truck especially with some +1 attack commands from vamp or KoS. Id play them as 12 man units. I keep coming back to that they might actually be better in Legions of Nagash as there if they die... coz lets face it, they are a glass cannon you can at least bring them back. In NH they can at least deploy via underworld and try that crucial 9" charge...

    I think 10 is the right number because you want to assume casualties will be taken.

    Also, I use a block of 15 riders, and usually somewhere between 10-13 of them make it into combat.  I rarely ever get all 15 to swing, but I also rarely ever see less than 10 get to make their attacks.  21 attacks with MWs on 6's is really good.

    I wish I could find some Myrmourns to buy so I could try them out... I wonder if GW plans on making any more any time soon.  :S

  8. 48 minutes ago, Luke1705 said:

    One thing I've been thinking a lot is that we really need our heroes more so than other armies.  I think that the minimum number of heroes at 2k should be 3 (although I'm having trouble finding the points for a 4th one) just because we really want to spread around deathless spirits and we can't just daisy chain since we have to be wholly within 12".

    You do not need to get full coverage on your Deathless Spirits saves though.

    Fortunately or unfortunately, depending on how you like to play, Nighthaunt is a very aggressive shock and awe type force that relies on you mostly controlling the tempo of the battle.  We are fast, we can deep-strike, we get benefits from long charges, we rely on heroes we don't want sniped for synergies.  All of this means you need to stay on top of the control of the flow of the battle.  If you are doing it right, you should be able to control where they thickest of the fighting will be and where Deathless Spirits will pay the highest value.

    I don't say that in a "If you are good then..." sort of way, I mean it as a "This is how Nighthaunt plays." sort of way.  We should be controlling when and where the main 'scrum' is taking place.  We should be controlling when and where large flanking moves are happening, and we should already have it in mind where and when a hero is needed in the area.  This is another huge point in favor of Dreadblade Harrows, because they give us some room for error with all of our deep-strikes.  If we make an error, we have have a Dreadblade teleport into position to help smooth things over.  Other smaller elements of our forces who might run around grabbing objectives and the like do not usually require a baby-sitter hero to give them Deathless Spirits, and so the attentions of our excellent heroes can be focused on the main event.  Our forces are fast enough to flee or reposition to counter and react to enemy redeployments.

  9. 7 minutes ago, Luke1705 said:

    Here’s a topic: let’s talk heroes. I assume most lists are going to have a minimum of three heroes because we need AOE coverage for deathless spirits.

    I’m thinking Reikenor is too cool of a model not to take, and him casting endless spells reliably is beautiful with Cogs, maybe even Geminids turn 2.

    I love the harrow model but I feel like the ultimate mobility (and the ability to drag a unit to him) isn’t worth it when we can do the latter without him and can deep strike any unit we want.

    The foot knight of shrouds is nice but I feel like in between inspiring presence, re-rolling charges, and teleporting units around the board (all of which are pretty important for us) we won’t have a ton of CP to use on many actual command abilities. Plus, grimghast reapers having re-rolls to hit mitigates a decent amount of +1 to hit.

    Same goes for the mounted knight (likely lack of CP) although his command ability is more enticing. Lot of potential attacks.

    Guardian of souls with the +1 to wound aura is beautiful. Nightmare lantern is just icing on the cake, especially if you take the +3 model relic lantern. The +3” move relic is also awesome, lessened in importance only by the fact that deep striking turn 1 is likely how most nighthaunt units that care about positioning will deploy.

    The other guardian of souls is intriguing. The extra move spell doesn’t work after deep strike, so that’s sad (but not surprising) but giving any unit the ability to fall back, move again, and then charge might be worth it alone, even over the +1 wound aura. Not sure if the spell is going to be cast all that reliably, so it makes me skeptical to use a unit solely on that basis compared to an always on aura ability (and the ability to cast a different spell).

    I think Olynder is too glass cannon for 240 points (though what a beautifully terrifying cannon she is)

    Kurdoss is interesting (and much more of a beat stick than most people would imagine) but I’m not a fan of saying “I hope I roll a 5+ and I hope that matters for your army”

    I like spirit torments a lot for chainrasps (but not for grimghast reapers, who don’t benefit from the re-roll)

    Not sure why anyone would take a lord executioner.

    That’s a lie - I’m not sure why anyone would take a Cairn Wraith with so many force multiplication options, unless you just want the cheapest HQ to give deathless spirits, but I feel like that’s a waste.

    Same goes for the tomb banshee. Not much stock in a leadership bomb list for nighthaunt.

    Reikenor the Grim Hailer:  Reliable spell casts, including cogs or even offensive spells.  He is basically an advanced Mounted Knight of Shrouds with Midnight Tome.  Everyone knows a mKoS with the Tome is awesome, Reikenor is just a purely improved version of the same.

    Kurdoss the Craven King:  Unreliable but with potential.  Don't think I would ever take him, but I do so want his doot horn for conversions at least. 

    Lady Olynder:  The advanced Doom of Malantai of AoS, she is such a glorious damage dealer and support piece I would love to use her... but she does not fit into any of my lists what so ever.

    Mounted Knight of Shrouds: A major contender for the General slot nearly every time thanks to the model, his speed, and his command ability. +1 attacks is so good, and keeping him within range of what you need it on is easy.  Add in d3 revived models and he is an amazingly good Hexwraith leader.  Plus you can make him a wizard as well if you want.  For me who uses minimum 15 hexwraiths he is an auto-include.

    Knight of Shrouds:  The +1 to hit can make things like Bladegeists 2+ to hit with rerolls.  Add in the mKoS and you can have 4 attacks per Revenent hitting on re-rolled 2+ and wounding on 2+ with a Spirit Torment...  While that takes 2 cp, it could mulch some stuff.  With Shroud Guard that could make an exceptional mainline to cut through enemy front lines.  Foot KoS is situational, but could be super awesome with his Shroud Guard formation.

    Dreadblade Harrows:  These guys are auto-includes for me.  A hero who can teleport to objectives or help our forces relocate is priceless, especially when they are only 100 points.  Would honestly consider making one the general and a wizard in place of a mKoS.  The teleportation of our units late game can literally win games.

    Guardian of Souls:  Auto include if I am using any infantry.  Returning d6 models a turn from his spell is too good to pass up.  Plus he is a ghost wizard and we need casters if only for spell defense.

    Spirit Torment:  Depends on the list and what my plans are.  I mainly would use this guy to buff Chainrasps, as the other main infantry already reroll hits normally.  Would keep him near Bladegeists, but a pair of Chaingeists grant the reroll just as well and for cheaper.

    Lord Executioner:  Would use him as a warband leader in Skirmish.  That is all.

    Cairn Wraith:  Would take a Cairn Wraith over a Lord Executioner because they are cool and do mortal wounds with Frightful Touch on their scythes.  Also they make cheap Deathless Minions bubbles.

    Tomb Banshee:  Would use her as a warband leader in Skirmish... that is it.

    • Like 1
  10. 2 minutes ago, Neck-Romantic said:

    Im hoping bladegheists are parralell with Grimghasts. 

    Suprised they still havnt hit preorder

    Yeah... the one kit I want more than any other and we still have no eta on when they are released.  :(

  11. Again I have to point out...

    The only pricing that is poor is the Chainrasps so far.  Everything else has been really well priced.

    $45 named characters.  That is par for the course or even cheap in comparison to most GW characters.

    $25 for two Dreadblades.  That is outstanding pricing.

    $45 for 12 Myrmourns is surprisingly cheap especially with the fancy base work and such.

    $45 for Grimghasts is par for the course.

    $115 is not really that expensive for what the Black Coach is.  It makes me only likely to ever have one, but like most other centerpieces it is priced like one and is larger and more complex than even Nagash.

    $40 Spirit Torment box is well priced -if- you want all three models.  Spirit Torment is a hero we could easily have paid $25-$30 for him, look at the Knight of Shrouds or other single hero models.  +$10 for the two Chaingasts is not exactly terrible.  Mind you, I think this is expensive, but it is not like it is wildly out of GW's normal pricing scheme.

    The only Nighthaunt unit that is terribly priced so far is the Chainrasps.  Perhaps it is a mistake.

    • Like 2
  12. Where some pricing is crazy, other pricing is a steal.

    Reikenor for instance is extremely cheap compared to his contemporaries.

    The Dreadblade Harrows are extremely cheap. $25 for x2 cavalry heroes is unheard of.

    Olynder and Valarian also surprised me that they were only $45.

    I think these are fair prices, but I also think they could have rounded up to $50 or $60 on Olynder, Valarian, and Reikenor and we would nor have batted an eye at the price.

    Black Coach is fair in price for what it is I think, though it obviously could have been cheaper.  But if you think about it, it is a much better model, is much larger, and has much better rules than say a Mortis Engine.

    The real -abomination- of prices is the Chainrasp guys.  If it was 20 guys for $40 that would not be so bad, but they are asking for $4 per model when they are the cheapest, weakest, and smallest model in the range... and push fit. Wow.  I won't be buying any more chainrasps.  Luckily I got my 80 of them from Soul Wars boxes already.

  13. 1 hour ago, pikachoux said:

    Oly looks amezing and she can do tons of mortal wounds I agree with Reiko that he is more versatile but im afraid that it can be too much the same with a mounted Knight of shroud.

    Yes, the mKoS is really good as well as fast and able to reposition while not having a giant "Shoot me I am scary" sign over his head like Lady Olynder.  He also doesn't have a mentally scary potential ability like Valantian like stealing CPs or potentially one shotting a general in one turn.

    Because Reikenor is versatile and fast, but also doesn't have any big 'wombo combo' type abilities to draw too much enemy ire, he is basically a mKoS+.

    He is also pretty cheap for what he does and is a wizard without needing an artifact.  With him and a mKoS + Midnight Tome, you get two mounted wizards.  With the mKoS as your general, you spread out their threat generation instead of investing it all into one angry model that will be focused.

    You will notice people are debating how to keep Olyander alive long enough for her to do her job, but no one is really worried about it with Reikenor.  It is not because Reikenor is more durable, it is because it is implicit in his less fearsome stats that he will not draw the sort of damage that Lady Olynder will, and that is because while Reikenor can do work, he will do it more steadily over the course of a game in a way the enemy will think they can mitigate and therefor redirect their focus elsewhere.

    I think Reikenor is superior for my play style for instance, because threat saturation is a much more effective way to keep the enemy off balance than one central wrecking ball.

  14. On 7/24/2018 at 10:44 AM, Thundercake said:

    From looking at the picture it seems like his robes flow pretty close to the rear/rump of the horse.

    Could you:

    1. if the gap is small enough put a bit of glue there to connect those pieces?

    2. greenstuff another "tail" of flowing robes that goes between the robe and the horse? onces it dry it should help with support and would blend in as part of the original robes.

    1.)  The gap is pretty substantial, a quick dab of glue is not going to do it unless you bend his wrist at an odd angle to bring him close enough to the horse to make contact.

    2.)  This is always a solution, Green Stuff can work miracles if you are proficient with it, I am not.  Potentially one can add a thin metal pin from the horse to the rider and the cover it in Green Stuff to mimic the ghostly tails.

    On a different note, I was considering doing small conversions to my Grimghasts, but since I do not have any nor have I seen the sprues I am unsure if this would be viable.  I was considering changing the scythe heads for freeguild halberd heads.  I like scythes, but they are representing the ghosts of the freeguild guard who manned the walls of the castle.  My Chainrasps are the handgunners/crossbowmen using their backup weapons, the Grimghasts are the halberdiers, and the Bladegesists will be the souls of the Einhundert.  They can pass with scythes, but changing their pole arms to halberds is one of those small details that stand out in a full army conversion.

  15. 26 minutes ago, bsharitt said:

    So the rumor is that Chainrasps are $40 for a box of 10, and the price seems confirmed from a couple of sources and while there's some disagreement , but there's some  does that affect anyone's future army construction? I wasn't going to go full maximum horde, but I was thinking of running two or three units of 20, but since I already have the spirit hosts and hexwraiths who are battleline, I might be keeping a more elite army. It's not a major issue and might be for the best since the command abilities that bring back models bring back whole models rather than just wounds worth of models and much more valuable on Hexwraiths and Spirit Hosts.  What it does kill for me though is any idea of going back to  a LoN army with chainrasps replacing all the zombies.

    That sounds extremely overcosted even for GW.  Maybe $40 for 20.  Although, Daughters of Khaine's witches are still $50 for 10 so...

  16. 1 minute ago, Shinzra said:

    Hey everyone, 

     

    Just wanted to ask in terms of competitive play (Whilst probably to early to say), how are Nighthaunt looking overall?, I have some parts from the soul wars set and thinking of building them up and adding more at a later stage.

    It really is too soon to tell, but Legions of Nagash benefited pretty heavily with the release of these new Nighthaunt units and you can be very competitive with ghost bois in the normal Legion of Nagash armies.

    I think Nighthaunt has the potential to be competitive, but I think from a macro dirt sketch of an idea, Nighthaunt seems like they are an army that you need a bit more finesse to really bring the shine out of.  Nighthaunt has really good faction abilities if you want to play in a few specific ways.  Fast alpha striking, leadership debuffs, or deployment options are all strengths of the Nighthaunt.  To get those, they trade a lot of the durability and regeneration capabilities of the normal Legions of Nagash factions.  The flying rend immune saves are great,  but when you can have them in Legions of Nagash plus all the model returning healing it is only an exponential increase in durability and attrition capabilities for the Legion of Nagash factions.  For Nighthaunt those saves are what keep us from melting to a stiff breeze.

    Basically, Nighthaunt are the 'glass cannon' version of Death.  Though we are not nearly as fragile as other glass cannons, nor do we hit as hard as other glass cannons, in the pantheon of factions controlled by Nagash, we are the fasty boys who have to do it just right or we get punished harshly.

  17. 3 minutes ago, Overread said:

    Pushfit is a lot more fun than putting arms on things like Slaanesh deamonetts where you  are basically holding one smooth bit of arm against another smooth bit of arm and hoping that the glue cures just right that you can't see a seam or that you're not 1mm out of alignment. 

    Oh it has helped me ramp up my collection fast for sure, and I quickly moved on to painting.  However I am somewhat of a humble hobby hero who likes to do conversions and hates having duplicate models.  So I usually have a knee-****** negative reaction to Push-Fit, and GW is not really known for doing large amounts of Push-Fit.  I was most surprised when Reikenor and the Dreadblades came out to see they were both push fit.

    Still... I clearly have had a change of heart with the ghosts, as I was disappointed that the new Grimghasts are -not- push-fit for some reason.

  18. Just now, Kirjava13 said:

    ?

    ❤️ 

    I was at first disappointed with the Nighthaunt models mostly being push-fit, but I have come to the conclusion that it was the best option for how floaty our sweet sweet ghosties are.  Maybe that kit needs to be the way it is?

  19. 3 minutes ago, Kirjava13 said:

    Just need to vent that the Casket of Souls endless spell is mostly useless, especially when compared to the Everburning Comet, and I'm angry because of that.

    That is all.

    There I fixed it.

    • Like 1
    • Haha 1
  20. Mobility is key in AoS, and there are missions now that require wizards, heroes, and artifact bearers to score at all.

    On top of that I cannot list the amount of times I have lost a game because a wing of Hexwraiths fell just short of reaching a critical objective.

    Ignoring the objective play, Dreadblades can teleport behind enemy lines to hunt warmachines, wizards, and archers.  As noted above, they can also potentially teleport units as your general very similar to the Necron 'Veil of Darkness' trick in 40k which is seen as a key tactical tool for the metal skeletons, and in 40k that is a one time use trick.  We can potentially do this every battle round.   teleporting hero for only 100 points is astoundingly good.  Make him a wizard and he only gets better.

    Remember that any good player will know we can and will 'deep-strike' our ghosts, and will very often deploy to prevent us from reaching their back line.  With other reserve units this means they have to sit out of the action for potentially multiple turns while we wait for an opening to drop them in for maximum impact.  Dreadblades can be on the table turn 1 and contribute to the war effort while also keeping an eye for opportunities to relocate and cause havoc in the enemy rear guard.

    Add to these tactical benefits that help you kill your enemies, you also have a unit that can poof off to capture back field objectives.  All of this use, for 100 points.

    What a steal.

    • Like 1
  21. 2 minutes ago, Vasshpit said:

    Hi. I don't have the model yet so was curious if its supposed to attach to the wings to help alleviate the wrist stress point?

    I do not believe so, I don't have the build instructions, but when I go back and look at the turn around you can see that he does not touch the wings.  If he isn't touching them than I don't see them helping him other than reducing the distance of flex he could do.

  22. Minor conversions completed to my mKoS and Reikenor.  Mounted Knight of Shrouds was just given a little undead raven to go with him for lore purposes.  Reikenor sees the most alterations.  I did not install the wings on his fancy flying horse because I am not a fan of winged horse archtype, especially when we are ghosts and fly anyways.  Had to cut down some of the 'shoulders' that he had to support the wings then do some filling with Green Stuff but it was an exceptionally easy conversion.

    Secondly, this Reikenor will be standing in as the Duke Aldrik Holsstok of Nacht'Tor, who I have described as a 'mage lord'.  Because of this the scythe seemed out of place on him, so I took a Guardian of Souls lantern, cut off the tip and turned it upside down to keep the fire flowing with the rest of the model's movement.  Reikenor was also a mage lord type guy, so I could likely have left the scythe, but changing it just makes him more Aldrik and less Reikenor.

    In a story point of view, we have Duke Aldrik, Marquees Arnold, and an as yet unnamed captain of the Einhundert.

    From a painting perspective, I have under coated the models and done a subtle zenith highlight in a lighter green so far.  Still miles from complete, but I figured I would show my conversion for Reikenor in case it helps inspire anyone else.

    Lastly...  anyone else who has built Reikenor will probably know what I mean when I say he is the most fragile of all the new Nighthaunt models.  The -entire- wraith rider part of the model is held up and to his horse by nothing but his one hand and that single frail wrist.  Potential ideas on how to reinforce that appreciated.

    20180723_174036.jpg

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  23. 6 hours ago, KoalaSnok said:

    Just went through the Skirmish points updates for NH.. Is anyone else completely baffled that the Cairn Wraith went from 12 to 32 (!!!!!) points?! It went from our cheapest hero choice to our most expensive one, including all the new ones - even KoSoES! Surely this must be a misprint?

    It was baffling.

    I was also sad that Hexwraiths went up a point.  In the end though it gave me a lot more options for an interesting Warband.

  24. 37 minutes ago, AverageBoss said:

    Do you have a page number for that, because I am not seeing it?

    General's Handbook, in Matched play, in the army comp section, directly above the bold  "BATTLEFIELD ROLES".

    Can't see the exact page number in the shot as it is zoomed in to be readable.

  25. Alright, let's not get crazy, I just got a screen shot of the rules from a friend with the book.  Quote:

    "...the player can use (and re-use) one endless spell model of the appropriate type in the battle.  A player cannot take the same endless spell model more than once for their army, but can take any number of different endless spell models (for example, you could not take two Balewind Vortex Models)."

    So... maybe you are reading about them in the Narrative play section?

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