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punkycloud

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Posts posted by punkycloud

  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. On 8/2/2021 at 8:35 AM, Ellarr said:

    It was actually a little better than it looks as well due to the quirks of the battle pack.

    Due to 3rd edition being relatively new, the TO decided to remove the Predator's and Prey rule from the battlepack, which essentially meant there was no bonus points for killing monsters. Of the two games I lost, one would have drawn (where I win a minor victory on kill points) and the other I would have won outright. Now obviously, if those losses were wins my placement would have been higher and I would have gone up against stiffer competition but the Nighthaunt did well.

    I'm planning on doing more of a thorough write up for Goonhammer as I have the time and collect my thoughts, but quick hit takeaways:

    - Harridans are great at 160, and not being battleline is quietly a nice little thing because it means you don't expose them to an easy Broken Ranks opportunity for your opponent.
    - Spirit Hosts did quite well to clog up the board with Mannfred next to them and I want to shuffle things around to get 9 in.
    - Grimghast Reapers were bad and did nothing all weekend, but I kind of knew that going in as a unit of 10 just doesn't have the output.
    - Mannfred was MVP because he's effectively immortal against Combat armies and can really be such a nuisance.
    - Krulghast was great all weekend long, just helping make us a little less fragile.

    My opponents were:

    Round 1: FEC with smash bat + 2 vargheists, comfortable victory because Mannfred could just make him pick up a threat a turn.
    Round 2: Vyrkos Soulblight with lots of zombies, Radukar, Grave Guard and a VloZD... lost by one point (but killed his VLOZD so would have drawn and won a minor victory if P&P was in effect -_-) due to him having better board control than me.
    Round 3: Sons of Behemat, won due to some unlucky rolls on my opponents part but I killed 2 Megas and a Gargant leaving him with one Gargant left by the end of the game which was surprising.
    Round 4: Sons of Behemat, lost on turn 5 due to the priority roll not going my way (would have won if got it), but would have won due to P&P points if that was in effect as with Round 2.
    Round 5: 80 Phoenix Guard in a Phoenicium list. This list was sneaky nightmarish as both the anointed and phoenix announted give command auras, so he could stack a ****** load of effects on the PG to make them killing machines. We were both rolling so many dice we only got 3 turns in and I won due to making him fail 2 battle tactics over the course of the turn, Spirit Hosts were MVPs for surviving a round of combat against 30 PG with 2 attacks each 3s RR 1s/3s RRing all.

    Great games and great opponents, though I was a bit bummed out to go against SOB twice just because those games are so mentally draining haha.

    Revamped list based off my thoughts:

    Allegiance: Nighthaunt
    - Procession: Reikenor's Condemned
    - Grand Strategy: Prized Sorcery
    - Triumphs: Inspired

    Leaders
    Reikenor the Grimhailer (165) in Warlord
    - Lore of the Underworlds: Soul Cage
    Spirit Torment (115) in Battle Regiment
    - Artefact: Midnight Tome - Shademist
    Krulghast Cruciator (120) in Battle Regiment
    - General
    - Command Trait: Ruler of the Spirit Hosts
    Guardian of Souls with Nightmare Lantern (135) in Battle Regiment
    - Artefact: Corpse Candle
    - Lore of the Underworlds: Soul Cage
    Mannfred von Carstein, Mortarch of Night (380) in Warlord
    - Allies

    Battleline
    20 x Chainrasp Horde (190) in Battle Regiment
    - Reinforced x 1
    20 x Chainrasp Horde (190) in Battle Regiment
    - Reinforced x 1
    9 x Spirit Hosts (375) in Warlord
    - Reinforced x 2

    Units
    10 x Dreadscythe Harridans (160) in Battle Regiment
    10 x Dreadscythe Harridans (160) in Battle Regiment

    Core Battalions
    Battle Regiment
    Warlord

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 380 / 400
    Wounds: 122

    Basically I'm cutting the Reapers and the Shyish Reaper endless spell to get 3 more spirit hosts and buff the second unit of rasps to 20 to make achieving Broken Ranks harder. I loved Shyish Reaper and it had utility all weekend long but I think I value having the bodies more and it's the only way I can make the points work.

    @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. 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?

  5. @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

    • Like 1
  6. 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. 

  7. 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

  8. 6 hours ago, Drillz said:

    Allegiance: Fyreslayers

    - Lodge: Hermdar

    Leaders

    Auric Runesmiter on Magmadroth (260)

    - Forge Key

    - Magmadroth Trait: Coal-heart Ancient

    - Prayer: Ember Storm

    Auric Runemaster (120)

    - Prayer: Prayer of Ash

    Battlesmith (140)

    - Artefact: The Nulsidian Icon

    Auric Runefather on Magmadroth (280)

    - General

    - Trait: Warrior Indomniate

    - Artefact: Tyrant Slayer

    - Magmadroth Trait: Coal-heart Ancient

    Battleline

    30 x Hearthguard Berzerkers (600)

    - Broadaxe

    10 x Vulkite Berzerkers (160)

    - Handaxes & Slingshields

    10 x Vulkite Berzerkers (160)

    - Handaxes & Slingshields

     

    Battalions

    Lords of the Lodge (140)

    Total: 1860 / 2000

     

    Since I have 140pts to spend I’m tossed up between a 5 man unit of Auric Hearthguard (120pt)or a Knight  Incantor (140pts). What do y’all think would be best?

    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.

  9. 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

    • Thanks 1
  10. 11 hours ago, dmorley21 said:

    @punkycloud

    Awesome to hear and congrats on doing so well!

    I'd love to read a more detailed write up if you get a chance. List/tactics/quick game summaries. It's always good to hear about NH having some success!

    My biggest question is how you spend your CP.  Between teleporting and fishing for WoT, and the +1 attacks, that seems pretty CP heavy. Also, besides Condemned Chainrasps, what made up your main forces?

    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……………..

    • Thanks 3
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  11. 18 hours ago, dmorley21 said:

    A Nighthaunt player went 3-2 and finished 20th at EGGS. Anyone know the list/playstyle used?

    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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  12. Came second in a 2 day event this weekend going 4-1. Ran a dreadblade as general for teleporting shinanigans.

    My question is is cogs essential for NH? I made only one 9" charge following teleporting all weekend, and while it didn't result in punishing me it did mean on a couple of occasions I was banking on the double turn to enable me to get the unit in before I lost it. 

    I don't typically put stuff in deepstrike for the same reason, especially as I need run fell wind pendant so normally have plenty of movement, cogs would also give me the confidence to deploy in deepstrike knowing they could drop and have a reasonable chance of hitting something that turn. 

    • Like 1
  13. What is people's thoughts on this list:

    Screenshot_20190710-113737_Dropbox.jpg.9b3585b3dcb3740b5b5b4af9124a55e2.jpg

    Reapers sit behind 2 rows of rasps so can swing over the top supported by GoS and Spirit Torment to amp units movement and output. 

    Bladegheists, KoS and Chainghasts stay together with 5 man unit used as speed bump. Coach does its own thing smashing into screens and none hoard units. 

    Plan to hoard cp at start so can do mass teleport when opponent has advanced some / use KoS ability multiple times on bladegheists if I need to ensure that something dies. 

  14. 11 hours ago, Blackmaniac said:

    Has anyone seen someone or somewhere selling pieces of the Forbidden Power set?  I really want the Horrorghast....but don’t see myself using the rest of the Endless Spells....and I kind of balk at paying $80 for essentially one model....am I boned?

    Check ebay, people buy the box and sell the individual spells and cards, how I got spell portal and shackles

  15. 10 minutes ago, Snoogens said:

    Interesting idea! Hmm. I'm thinking - drop one unit of Morghast, drop the 10x Chainrasps unit, remove 5x Revenants from the 15x unit. This means I can keep one Morghast unit, while also adding a 20x Reaper unit.
    So keeping one Morghast unit of 2 because they seem pretty damn good (I don't know, I feel hellbent on playing one atleast once), while trading 5x Revenants, 10x Chainrasps and 2x Morghasts for 20x Reapers (seems fairly alright).

    This means that one GoS chills with the Shroudguard, while the other stays with the Chainguard and the Reapers. The Morghast unit will be able to go off on "adventures" where required.

    Sadly I don't have access to the other GoS, so it will have to be two Nightmare Lanterns.

    Sounds good, Iove morghast and run a load in my nagash list. Maybe run the 3D6 charge varient for added speedyness

    • Like 1
  16. 4 hours ago, Snoogens said:

    With the 2" range on the Morghasts, they should be able to slay ****** from behind the Chainrasps, while getting the juicy +1 to wound buff from the other GoS.

    Grimghast reapers would provide the same 2" reach, benefit from GoS and are battleline. 20 is 320points, lose the 10 chainrasp and morghast and you've bought your self 160points. I'd spend it on 8 myrmourn banshees for - 2 rend D3 damage to provide some of the punch you've lost from morghast. 

    Also is switch one of GoS's to a mortality glass version, 1D6 charge within 9* is great, as he can't take a lantern artifact take fell wind pendant to increase mobility. 

  17. 9 hours ago, dmorley21 said:

    Anyone catch the Nighthaunt faction reaction podcast today from The Honest Wargamer? Playing the army as an MSU type force was brought up a bit. I know some of you have done that as well. Curious to hear other thoughts. 

    I caught this as well and found it really interesting. I typically run blocks of 10 reapers and bladegheists some banshees a block of chainrasps and heroes, never occurred to me to run blades in 5 and chainrasps in 10. Might give it a try. Don't think I can bring myself to drop banshees to 4 tho, want that +2or3 to guarantee the +1 attack

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