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dmorley21

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Everything posted by dmorley21

  1. I'm pretty sure it was determined way back in this thread that allies can't use their command abilities. So that would be a bummer for your Vampire. I could be misremembering though as I'm new to the game.
  2. Thanks for sharing! I think I will try something similar for my Grimghasts. I think lore wise, it makes the most sense for Grimghasts to be headless since Nagash wanted them to be sightless killers. How difficult was it to attach the heads after the rest was assembled?
  3. Sounds pretty neat. Do you have any pics?
  4. I've finally gotten around to starting to collect my Nighthaunt army. My first purchases were Reikenor, two boxes of Myrmourn Banshees, and two boxes of Grimghast Reapers. After building the easy-to-builds first (first models I've built in about 5 years!), I've now started on the Reapers. I built one with a head and one without a head to see which I liked the look of better, but am curious about how others are building them now that they've been out for a bit. So, are you building your Reapers with or without heads? Cheers!
  5. Good to hear. Hexwraiths seem expensive for what they do - I thought they were pretty serviceable though. Now I wouldn't want to take more than one unit of 10, which is a strike against Deathriders to me. However, if you run it you get +1 to charge. If you get Cogs off, that's +3 to any charge. With base movement 14" you can deepstrike or just move across the board. With fly and ethereal, I figured they could charge just about anything turn 1. Meanwhile the flying Hexwraiths could also drop some mortal wounds on whatever unit they fly over if you don't deepstrike. I believe that ability could target individual characters. Then if you roll a 9+, amazing! But that's unlikely. So I think the combo has some potential and Hexwraiths aren't awful, but I'm not sure it justifies the cost it would be. It would also likely take a practiced hand to be effective.
  6. I agree that Deathriders seems like a great flanking battalion while Shroudguard seems like a great mainline battalion. I'm just not sure how to fit them both into a 2k list without having limited magic defense.
  7. The lore says it's phantasmal and manifests and fades at will, sometimes simply to ignore terrain. As for it's uses, the most obvious is what you mentioned: running a flank on it's own or, preferably, with a unit or two of Hexwraiths. It could also be used to support you main line or to deep strike, though I don't think either takes full advantage.
  8. I've been contemplating a Deathriders build too. I think it's a tough battalion to get right. The actual battalion seems to be designed to rampage a flank, but not to be mainline. As such, it needs to be done cost effectively so as to have a main line. Right now, you're main line is your 6 Spirit Hosts and Guardian of Souls. That doesn't seem enough to me. I'd drop a Dreadblade Harrow, and one unit of Hexwraiths to 5. If the 10 Hexwraiths and Black Coach run a flank, you can hide the unit of 5 behind them and use them to charge characters or grab an objective. That would give you 260 pts to add something else to your mainline. The Chainrasps give you the most bang for your buck, but I don't care for them. If you take out another character (say your GoS) you can have 400 pts to add to your mainline.
  9. I plan on using a Tomb Banshee, mainly for nostalgic reasons and because it's a fairly cheap character. However, I think she can be pretty useful against low bravery units or armies. The bulk of the armies that my friends play have bravery 6. With Nighthaunt's allegiance ability, that knocks it down to 5. So, a Ghostly Howl could be fairly nasty. And she can deepstrike so that you can put her where she'll be most effective. I do wish she had something else to offer though.
  10. I can't find them for a reasonable price on ebay... but wow! I have no idea how I missed those before. Thanks!
  11. As a new player, I wish Spirit Hosts weren't only in the Tormented Spirits box.
  12. That does seem insane. They're my least favorite battleline unit from a fluff perspective and at that price I definitely won't be including them. I'll have to figure out how best to supplement my 10 Hexwraiths.
  13. You're right. I wouldn't take one without giving it midnight tome, so mine would be a wizard as I see that being where it has value.
  14. It's definitely useful. My thinking is my Deathriders battalion may average about 5 charges a game, and that might be optimistic. Meanwhile, if I'm sinking points into the Black Coach and Hexwraiths, chances are I'm going to be low on units/models which I'll want for objectives and board control. I could deep strike the battalion, but with their awesome movement I think I'd rather deep strike other forces and just deploy the hexwraiths and coach on a flank and deep strike other, slower models that aren't meant as main blob tar pits or anvils. As for the harrow, my opinion is constantly shifting. As a teleporting wizard, it's a very useful model. But it doesn't generate bugs for other units, and I've always loved the Tomb Banshee so I'm just not sure if I want to drop a 100 pts on one.
  15. I plan on taking a unit or two of Hexwraiths and the black coach but am not sold on Death Riders. I just don't know how often it would end up being useful.
  16. Two of them? In a 2000 pt game? What's the rest of your army comp?
  17. I think running a generic buffing horde army is one way of playing Nighthaunt. I'll probably play more aggressively with them though, as I always think of horde armies playing an attrition style game. With the abundance of movement options available I will likely go for an alpha strike, board control, or hammer and anvil. I'm sure they'll each be good for certain battleplans and against certain armies. The lack of heavy hitters means you have to play strategically and attempt to enemy units and charge them with multiple units, which is something that can be done with the movement advantages we have. It's interesting though, because to me Nighthaunt doesn't seem to be a an army that is beginner friendly for playstyle, which I thought would be the case with an army in a starter box. I'm returning to the hobby after last playing WHFB and they remind me a bit of Dark Elves and Wood Elves from back then; where you had to really plan out each charge and move in order to full take advantage with synchronized charges. As others mentioned, once it gets its buffs it's a pretty impressive model. It's a tank. Without the buffs, it still puts out a good deal of attacks that have frightful touch. It's also very mobile with up to a 14" move and the ability to run and charge once it reaches level 2 and the ability to retreat and charge once it hits level 4. I think it's quite capable of being deployed with your main blob as an anvil, it can probably grab and hold objectives by itself, you can race it around with a unit of Hexwraiths, or you can deep strike it which could cause your opponent to over plan for it deep striking at them. It's a pretty versatile piece, and I'd say a must take if you don't plan on taking Lady O (which I don't like to take named characters often, so I'll probably be rolling with the Coach in most of my games).
  18. Most seem to believe that Moonclan Grots will be released before the end of the year. Sings started pointing in this direction with the Fungoid Cave-Shaman being a champion of Malign Portents. However, it has not been confirmed at this time AFAIK.
  19. I also haven't seen this anywhere, an am working on building a list before I start collecting. Can anyone clarify?
  20. I'm thinking about getting back into the hobby after a long break and back when I started playing WHFB I always loved the Tomb Banshee (back then, just Banshee). I haven't seen much love for her with the new battle tome, but with the -1 bravery army allegiance and ability to come in from the underworld rules, she seems pretty useful. Any thoughts on if she's competitive?
  21. Maybe not, but it's a more cost effective way for me to get into the game/hobby.
  22. Hello everyone. I played Dwarfs in WHFB and for the past 10 years or so have only played with my buddies when we get together a couple of times a year. Now with AoS 2.0, I'm looking to return to the hobby. I always like to try different armies, and have stumbled across the Ironbark Wargrove in the Sylvaneth battletome which allows you to take 2 Duardin units as part of your army. I'm wondering which Dispossessed (or other Duardin... the different splits are hard to follow) units you think would be best in such a force. I'm currently leaning towards Ironbreakers and Irondrakes... which were two of my favorite units from before. Thanks!
  23. I don't know the answer to that. I thought it would hurt them, so I was planning for the Ironbreakers to anchor down an objective/quadrant that is not near a Wyldwood.
  24. Yep, that looks correct. But with the Ironbreakers acting as an anvil and the summoning abilities of some characters, I think I only need one unit of 10 Dryads which leaves me some room to play with. I'd be looking at a Branchwraith, but I was also considering Alarielle just due to the new emphasis on magic and summoning.
  25. So I mentioned this in the previous discussion, but I'm coming to the hobby after playing WHFB. I have a collection of Dwarfs, and figured if I use the Ironbark Wargrove that would be an easier way in for me. So my question is which of these do you think would work best with Sylvaneth: 20 Ironbreakers 10 Irondrakes 2 Gyrobombers 1 Gyrocopter 1 Cannon 2 Organ Guns 1 Cogsmith 2 Runelords My other stuff is either retired (Slayers and Miners) or too much of a hodgepodge to play WYSIWYG. Right now, with the point reductions, I'm leaning towards the unit of 20 Ironbreakers as Sylvaneth seem to lack an elite infantry and the 10 Irondrakes for some shooting support. Any other thoughts? Thanks!
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