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punkycloud

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  1. With Bounty Hunters battalion probably being everywhere think the value in msu bladegheists in Scarlet Doom has dropped? Bladegheists in hunters seems a win, but in an emerald host sub-faction where they won't suffer +1 damage against them.
  2. @Ellarr I was the NH player on adjacent table in Game 4, I think it's interesting that we have tweaked our lists in the opposite direction, I've removed some bodies (10 blades as the retreat and charge mechanic is now hampered by overwatch and re-deploy) and added in some endless spells (shackles and terminexus) as felt I was missing something. After our discussion also added in the Cruciator to add some extra resilience. I've also dropped dreadblade as a combination of smaller board, loss of doubling down on teleporting CA and no 7" cogs charges meant that I felt his impact on the game was minimal (this makes me sad). I liked the balance of the core of my list so interested to see if tweaks help or throw the balance.
  3. @EnixLHQ the rules are out now for everyone to read (download able from GW) and I think it states quite clearly that army battalions aren't allowed in matched play, just the new core battalions are allowed. Hopefully this clears that element for you. I appreciate that losing army battalions is a bit of a knock but NH are reasonably lucky having been given our battalions as possessions in Belakor. It should also level the playing field a little for some of those super battalions (Changehost, lords of the lodge, etc) that were a little oppressive.
  4. If u want to leverage our best tricks then dreadblade harrow is a must in my opinion.
  5. Been playing a couple of list ideas and want to see what people think. The core is the same: LotL Runefather on mag Battlesmith Runemaster 2x20 HGB 1x10 Vulkites With remaining points my options are: Runesmiter on mag Runesmiter on foot OR Runesmiter on mag 2 Gyrocopters OR Runesmiter on foot 2 Gyrocopters Grimwrath OR 2x Runesmiter on foot 2x Gyrocopters Thoughts?
  6. Fell wind is a NH artifact that increases movement by 3" to units whole within 12" of the character that has it, best artifact in the NH book
  7. @kryptman similar to @Thamalys I'd like to confirm that NH are not easy to play and win consistently with, with many believing them to be a low tier army. You're going to need to play the game and not get caught up in who can kill most game. I personally favour fast armies that don't really engage unless odds are stacked. For this nighthaunt are perfect as they have potentially the best movement in the game. Dreadblade general, fell wind pennant and cogs really lean into this.I In your list i'd personally decrease dreadblade unit sizes (1" reach means units of 10 are more efficient) reapers should probably be in units of 20+. I'd also change KoS to vamp, better ability and already a wizard. I also can't recommend coach enough, it's a massive distraction piece and looks cool. Get some games in and tinker with a list that works for u. Good luck
  8. Hi, in the process of slowly painting up my fyreslayers. Building a big lords of the lodge core with 2 magmadroths. Thinking of including a unit of 6 skywardens for the additional speed and shooting (character sniping), thoughts? Would have to drop 20 vulkite berserkers (second block) to fit them in and add 5 hearthguard berserkers to meet battleline requirements.
  9. Coming back to stunties after a bit of a break (ran them in 8th and nighthaunt in AoS). What's the preference between vostarg and hermdar lodges? Speed or swing first and no battleshock? I'll basically be running lord of lodge and 2 magmadroths
  10. What do u want the incantor to do? I am pretty much in the process of painting the same list. I tried to squeeze in a mage but I would be taking him to enable me to take pendulum (other similar) to deal with something like morathi. So u need 190pts which I struggled to find (I want 2 big monsters more). Im going 5 hearthguard and combining the vulkites into 20.
  11. Mmu is basically an increase in unit size from msu but not maxing unit sizes. 20 rasps instead of 10, 10blades instead of 5. U have less units on board than msu but those units have a little better staying power. U still gain some of the benefits similar to msu, more units than standard, multiply screening options. Plays differently than msu and hoard style lists
  12. Yeah, two 20 units, kept a chainghast unit with one and Spirit Torment with other, at least in early game.
  13. I tend to run a mmu list, more staying power than MSU and more flexible than hoard. Other blocks included 20 reapers and 10 bladegheists. Artefacts were aetherquartz broach and fell wind pendant. I don't fish for the 10+ charge, it’s just a nice bonus and I don’t factor it in my decisions. I tend not teleport of buff anything first turn to create a cp stockpile of 3 or 4 for turn 2. Then if there is something juicy turn 2 I will cast cogs, if cogs doesn't go off I will weigh the risk / benefits. If I’m teleporting to charge something I will buff reapers or blades with shademist and +1 attack. I then teleport them over. Depending on if I roll a 5+’s I'll take support heroes over and maybe the KoS for the additional +1 attack, I want to always have at least 1cp remaining to reroll charge in case I fail to get the 7. I always teleport dreadblade out next turn, either to take something else with him or just to hide him. The list lives and dies on how long the dreadblade is effective. Nighthaunt have the best movement in the game with teleporting, excellent standard movement, fly, fell wind and cogs. You need to leverage this strength to make up for the shortfall in raw damage (I compensated for this somewhat with +1 attacks & condemned). I took a similar list 4-1, playing for the tournament last month demonstrating that this isn’t a blip and nighthaunt can compete, you just need to play the mission and dance around your opponent. Following what I learnt in this tournament I’m probably going make a couple of tweaks. While I love the coach; great centre piece & great movement it’s too swingy and tends to not make back its points most games, great distraction unit though. Also the KoS command ability is inferior to vamps version requiring it to be used every combat phase, this can lead to the vamp costing 1CP but the KoS costing 3cp for the same output. In their place I’m thinking of adding Lady O as a monster / hero assassin (shove her in the aether and wait for the right opportunity to gank something), 5 more blades to make the unit 15 (better at holding objectives / better longevity) and 4 banshees (Lady O screen). Could make it 8 banshees and not take the extra blades and will probably experiment with both setups. I'll try and write a tournament report but life and stuff……………..
  14. Ha, that was me, came close to turning one of them loses into a win but lost out on the last roll of the game when opponent needed a to win the priority roll and get a 5 on 2d3 when burning objectives. I ran a mobile mmu list using dreadblade to teleport units round the board with an atherquartz broach to keep the cp topped up. Used the condemned battalion to turn the rasps into mini beatsticks, brought a vamp for +1 attack cp, KoS for another +1 attack cp, coach (cos it looks cool) and cogs to held get the post teleport charges off.
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