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Wraith

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  1. Myrmourn Banshees are comparable to Wanderer rangers. Fragile but able to bring down monsters with their D3 -2 rend attacks. The unbinding bit is just a bonus that gets you extra attacks and prevents spells taking effect. The Harridans are a bit of a tax in the Shrieker Host. But in minimum sized units I think they can still be useful as speed bumps and screening units. With the fancier NH builds, which involve the ladies from the grave, one has to take a more elvish approach, I feel. It’s not a muscular build but rather more a ability focused build. To make it work requires a good deal of knowledge of what the rules are for this army and what the rules for opposing armies are and which abilities to use against which opposing units and when to do so. And of course making intelligent use of the Underworld deployment ability. A feminine build won’t absorb a lot of punishment, thus won’t cope well with mistakes and therefore can’t be considered a forgiving list. With practice and much thought, your wife could have a very powerful list. But it isn’t the easiest army to succeed with. Well, unless you understand how to use it. Then it would be quite easy to win. Much like Eldar in 40k. Edit: I forgot to add, it is the hero’s in elven builds that do the damage.
  2. I see five options: 1/ use them for painting practice 2/ use stalkers and a spare cairn wraith as ‘counts as’ reapers to make a unit of 10 3/ use 3 of the reapers as ‘counts as’ stalkers to make a unit of 8 4/ convert the reapers into chainghasts 5/ all of the above
  3. One of my other expensive hobbies (I have a few of them) is model railroading. A tip I learnt with that pursuit was the value of a pin vice and some brass wire for making strong joints. Even a few mm of brass wire will make a joint much stronger then glue alone. I drill one hole, glue in a short length of wire with only a mm or two sticking out. Cut the wire after gluing it as short lengths are very fiddly. Once the glue has cured (leave it an hour or so to be sure), rub pencil lead on the tip of the wire to mark the matching face of the joint and drill. Then just glue the pieces together. Small clamps, even clothes pegs, can be handy. I think this model needs addition support. Possibly a clear rod or more brass wire (at least 0.5mm) might do. Anyway, once I get one myself, I’ll figure something out. Edit: after a look at the model an idea occurred to me. If a scenery pice, say a suitably sized tombstone, was added to the base behind the second tendril of garment, the one trailing but not touching the base, it could be attached to the scenery feature. That should double the strength of support without having to use unsightly rods going up into the model.
  4. Wraith

    Nighthaunt Army List

    This list is interesting. I have been thinking along similar lines. I have been thinking about what else to do with Nighthaunt other than builds around the rider battalion. Nighthaunt strength is mobility. This should lend itself to a sneaky army build, compatible to top tier Eldar tournament armies (from 40k). So what these armies do is use mobility to gain victory points while using sneaky tactics to prevent the opposing army from functioning. They will have a few units that can deal out a lot of damage. So NH have the needed mobility: mostly fast, flying units with a deepstrike rule. Plus some special rules for some teleport and some retreat and charge and even run and charge. Lots of mobility potential. What is needed is ways to gum up the opposing army. There are some debuffs, some sniping ability, the shrieked battalion messes with moral, some spell unbinding, and what else? Olynder has a spell that debuffs an enemy unit. Kordoss inrefers with command points. So can we get all these debuffs into a list? OK, so here is a build around the shrieker host, given it is the only battalion that gives a nice debuff. ( opponent reroll battleshock rolls of 1, can not use inspiring presence within 6” of these units. M Banshees unbind spells, D Harridans debuff hits -1 within 3”). Olynder Kurdoss Guardian of Souls Spirit Torment Tomb Banshee 1x20 rasps - BL 2x10 reapers - BL 2x 5 Harridans 2x 4 M Banshees 1x4 Sniperghasts battalion shrieker host two artefacts to hand out and I think there might be a few points left over for an endless spell. I am not happy with the low model count in most units but that is the way those sneaky Eldar lists roll, so might be ok with the right play style.
  5. Wraith

    List Help/Ideas

    You get a command point each turn in the hero phase. So six per battle if you don’t pay 50 points for each extra CP. You get one with each battalion. I think some factions might have other ways to get them. You spend them on command abilities or summoning if your faction can do that. You can save them up each turn. What to spend them on and when is a big deal. Depends on the army. A resilience army might want to save them for summoning. A threat overload army might want to spend them on charging. A lot of people are talking about how good their command abilities are and how they can use multiples of them. But I am wondering where they are going to get enough CP from.
  6. I’ve been thinking about that for the last week or two. What is the point of glaivewraith stalkers? I have come to the conclusion that they are a training unit. When one thinks about it, the new Nighthaunt assault builds aren’t going to be simple to use. It will take a lot of finesse to get the most out of the retreat/charge along with the new pile in rules and allegiance abilities. There is serious advantages to be had from extra movement and engaging key units when they don’t want to be engaged. Only practice and getting used to the idea of high tempo assaults will bring satisfactory results. I can see a lot of people with new NH armies getting tabled because they expect the stat lines to carry the day. They never do. The new NH is an aggressive army but it is also an army that needs thought each turn to get it to work. Practice and experience makes it easier. So the glaivewraith stalkers are there to use in small games while one gets the hang of how the new NH work.
  7. Well, you might be right that the ‘rasp’s and doggies will be ignored. After all, your opponent will have Arkan, a VLoZD and a Mourngul to worry about. But what is the overall strategy? The way I look at it, there are 3 basic builds: resilience threat overload sneeky Resilience is the most forgiving. The idea is that your army can take a beating in the first half of the game and then rack up the victory points when the opposing army runs out of steam. The strategy is to outlast the opponent. Threat overload is much more aggressive and aims to present the opponent with more threats than he can handle at once. Victory is achieved in the first half of the game by causing damage at a rate the other guy can’t recover from. These tend to be fast armies with big nasty stuff. But mistakes can cost the game. Finally, the sneaky armies which have tricks to prevent the enemy army from functioning, and then surgically take the opponent’s army apart. Takes lots of experience to pull it off. So there are some examples of overall strategy. Which is best depends on which play style suits your temperament. A resilience ‘rasp list might be built around 120 rasps and plenty of small hero’s to regenerate them. In a threat overload or sneaky build, only 40 rasps would be enough to fill the high model count unit role. They are actually good for this role because they are cheap but still relatively mobile. When all is said and done, every list is ok. It is practice that really makes the difference. The interesting thing about your list is the combination of VLoZD and Mourngul. I am interested to hear how that works out.
  8. How do you plan to play the list? With a VLoZD and a Mourngul, surely you’d want to attack with those two. Arkan is a good distraction that you could try to keep just out of reach. The Spirit Torment is good support for the Mourngul. The necromancer would want to hide behind the ‘rasps and support them. But do you need two high model count units? Maybe you need more fast stuff to attack with beside the VLoZD and Mourngul? You could replace one unit of ‘rasps with 4x5 Dire doggies or 3x2 bats for mobility plus board control. Or drop the endless spells as well and add a terrorgheist to get total threat overload.
  9. Yes, that is right. Generally, we want one high model count unit for those missions needing them to take an objective. Reapers are a fine choice for that role.
  10. 1. Given you already have a decent collection, I’d say no. You probably don’t need two starter sets. 2. Guardian of Souls and Spirit Torments. It would be nice to have two of each, though we might not use them all the time. 3. All useful. Hexwraiths especially. You could get the new Black Coach and the Dreadblade Harrows when they are released and you’d have the Deathrider battalion. The rest are all good to have too. Given the starter set has only 4 Grimghasts reapers, you could use the cairnwraith and stalkers as ‘counts as’ models to give a full 10 Grimghasts to experiment with. I think you have a nice collection to use while finding out what works.
  11. I would say yes, allies will benefit from your graveyards. See Legions of Nagash, designers notes, 3rd question “can opposing LoN armies use each other’s graves”. Answer: yes. Given enemy death units can use your graves, surely your own allies can too. Should be FAQed to be sure. @RuneBrush what is your opinion of that?
  12. Wraith

    Nighthaunt Army List

    I call this list “Chestghast”. It has to be 2500 points due to needing 8 hero’s. Lady Olynder (king/general) Kurdoss (queen) 2x Guardian of Souls (bishops) 2x Dreadblade Harrows(knights) 2x Spirit Torments (rooks) 8x units (pawns) The hero’s are just short of 1200 points, so you have 1300 points to choose your pawns. Four units have to be battleline. You might go spirithosts and Hexwraiths or maybe 4x 20 chastrasp hordes and 4x 4 sniperghasts.
  13. Hmm, the new warscroll builder works. Allegiance: Legion of SacramentMortal Realm: ShyishLeadersNecromancer (110)- General- Trait: Mastery of Death - Lore of the Deathmages: Overwhelming DreadNecromancer (110)- Lore of the Deathmages: Overwhelming DreadNecromancer (110)- Lore of the Deathmages: Fading VigourVampire Lord (140)- Mount: Nightmare- Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Artefact: Black Gem - Lore of the Vampires: Amaranthine OrbCairn Wraith (60)Battleline10 x Dire Wolves (120)10 x Dire Wolves (120)10 x Dire Wolves (120)40 x Skeleton Warriors (280)- Ancient Spears60 x Zombies (320)Units2 x Bat Swarms (80)2 x Bat Swarms (80)2 x Bat Swarms (80)1 x Corpse Cart (80)Total: 1950 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 225
  14. That looks good. I think the Calvary list is going to be one of the better builds. what about combining the deathriders with shroudguard? So something like this: Shroudguard lord of shrouds on horse 2x bladeghasts Deathriders 2x dreadblade harrows 4x heaxwraiths black coach You will need points for extra command points. Being an alpha strike army, having command points in the first turn is important. You get two for the battalions but more would be useful. Build is low on wizards. I think the general trait and artefact are still there to make hero’s into wizards. Maybe add the dude on the flying horse to make a three drop list? Three artefacts with this list. Pennant of course. The mini gaming review mentioned a select your victim artefact that will be handy. And a wizard artefact. happy play testing.
  15. Deathrider battalion. 1-2 Dreadblade Harrows 2 (or more?) Hexwraith units 1 Black Coach You get to fight immediately if you roll 9 or better on your charge. This is an improved version of one of the new allegiance abilities (usually on roll of 10). You still get your normal fight phase later in the turn. Also +1 to charge but above ability only kicks in on unmodified roll. The reviewers also mentioned something about coming on from reserves. The Black Coach is nasty enough without all of this. It can retreat and charge. Edit: minimum 830 points
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