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Espy85

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Everything posted by Espy85

  1. Hello guys, maybe Sunday game against Tzeentch and I will have to test my list again, I will start from what he did well against the DoK, 2x40 chairasp, 2 Guardian and 2x4 Chainghast, with something new in addition. Guardian x2 280 Chainrasp 40 280 Chainrasp 40 280 Chainrasp 10 80 Chainghast 4 160 Chainghast 4 160 Myrmourn 8 160 Bladegheist 15 270 Bladegheist 15 270 Cronomatic Cogs 60 I made some changes to last week's list, I added two Bladegheist units to improve the assault department. If the Chainghast do their job, the second wave of Bladegheist should allow me to clean up what remains of the enemy hordes. I gave up the heroes too, I can hardly ever get the second save, so I try to bet on more units. Tips?
  2. Thanks, let's hope it goes well, but the mortal wounds are a problem, I'll have to try to eliminate the wizards as soon as possible, exploiting the Myrmourn. Surely a short battle report will do it.
  3. I played LoN for a long time, but as soon as the Nighthaunts were put on the market I left everything to start collecting them, I love this army, I'm not going to abandon it, but I can not deny that it has gaps, I think the problem is that the game designers did not have a clear idea of what he would do on the field, the limitations to the wounds recovered and the difficulty in having the second save are due to the fact that the developers feared the impact of the ethereal rule, which unfortunately then in the field it proves sufficient to be able to conduct a war of attrition. The 10+ to get Wave of Terror is another example of the fact that the designers had no idea of the impact that this rule has for us, some units such as chainghast or bladegheist and dreadscythe, can not absolutely withstand the adversary saturation, or the spam of mortals that Nagash and Tzeentch spit out, so it is vital for us that such units, once taken to the field, manage not only to assault, but also to get the bonus of wave of terror, that's why I said before that units like the bladegheist and the dreadscythe need 3d6 to load, like the Morghast. I do not say to do it for the whole army, but only for the two units I mentioned. I do not think this would have broken the game. That said, the way to make it work is, I recently defeated the DoK in their best form (60 witches, 30 slaughterers and two cauldrons) and without deploying the reapers, but it all depends on how many 10+ you can do in charge, winning or losing for us depends only on that, and I do not find it right. Because it took very little to make a good book, not overpower, but only good. Meanwhile, maybe Sunday game against Tzeentch, and it makes me more afraid of DoK.
  4. the reapers would always be better, they are already so. and that's why we need changes that improve only the other units, without touching the reapers. if bladegheist and dreadscythe could pull 3d6 for the charge, with them it would be easy to attack twice, and therefore would equal what the reapers do currently. we would have 2 valid choices instead of one (which we will soon lose). for me the biggest problems are about the assault. I agree to be more fragile than LoN and not to have the same control of the nurgle field. but I do not accept to be inferior in the assault or in damaging the adversary bravery, that from bg they should be our specialties.
  5. true @Neck-Romantic. it would be more difficult to recover their models. I think that the changes should affect our ability to assault the opponent. maybe giving us the opportunity to get the bonus to the charge even with a modified 10. or giving the possibility to some units (bladegheist and dreadscythe) in ambush to pull 3d6 for assault so as to make us an assault army.
  6. @Tropical Ghost General I understand what you say, because I also have to endure those who do not play nighthaunts but are convinced that it is a great army. I have already abandoned the reapers. now I'm getting along with 2x40 chainrasp and 2x4 chainghast and I'm trying to figure out what else to add. the book should be rewritten, but it will not happen. But I always remind you that our army has not yet received personal Faqs, so I still hope that they will change something.
  7. On Sunday I played against the DoKs, deployed 60 witches and 30 Slaughter, 2x5 Doomfire, 2 cauldrons and two Hag Queen, used the Hag Nar which gave the second save to the 5 within 7 "from the general I wore 2x40 chainrasp, 1x10 chainrasp, 2x4 chainghast, 10 dreadscythe, 1 Knight, 2 Guardian and Olynder and chronomatic cogs, 8 Myrmourn. Match won after 3 rounds, scenario I do not remember the name, there were 5 objectives, 4 deployed in a diamond and a central one that was worth 2 points, the other 1 point, but if you checked them in pairs (1-3, 2-4) they were worth 3 points. Without doing a boring battle report, I simply write the notes: Olynder: Useless or almost, he killed a Hag Queen in 2 rounds, 2TURNS. Then he did not do anything else CHAINRASP: The happy note is theirs, the first unit loaded with the help of the guardian the first unit of witches, twenty-four wounds done and the rest of the unit eliminated from the shock test, then it was loaded by the second unit, suffered altogether only 13 losses, then recovered. The second unit of 40 was loaded by slaughter, only 8 injuries suffered and control of the maintained objective. CHAINGHAST: Not received, but through no fault of their own, they are not literally served, the first unit remained hidden behind a wall until the third round, but the game ended before it could load the slaughter, the second was not deployed. DREADSCYTHE and 10 CHAINRASP: They served the purpose, using them as bait I took my opponent to move the first 30 witches to the center, on the central target, where I then loaded with the 40 unit, so he discovered the side left of the table where I went to take the target with the Myrmourn and Olynder. In this way, I started accumulating points from the first round. General report, I finally understood how to play the army, something I have yet to try, chainghast for example, but for sure 2 guardians and 80 chainrasp will be the central focus of my army. Also in the future I will remove olynder and insert 1 general dreadblade, I have to focus on mobility to get the better of my opponents.
  8. Hi guys. tomorrow is the big day. I face the doks. the only thing I know is that there will be 90 witches and at least one cauldron. I deploy: olynder 2xguardian 1 knight of shrouds 2x40 chainrasp 1x10 chainrasp 2x4 chainghast 8 myrmourn 10 dreadscythe the idea is to thin out the witches with the chainghast and break down the cauldron with the myrmourn and olynder. so you can then hold the collision with the chainrasp. dreadscythe will be wild. they will enter the field where it will be needed. I was surprised by the chainghast, according to my accounts these boy in 4 can make 60 attacks. they could be our salvation because of the cost. for 160 you have a unit able to do 20-30 wounds, if you die then you lost a unit from the ridiculously low cost. I thought to replace the dreadscythe with a third chainghast unit, but the 60 attacks can only be done on 25mm bases, the bigger the opposing side, the less they are effective. they can still be the best answer nosyra against the opposing hordes.
  9. the army has problems, there are situations in which it can do well, but they are few, for example your opponent must have a low bravery and be an elite army, so with a few attacks. When playing with friends you always tend to play respecting the two conditions described above, if you play LoN with your friend tend to deploy Blood Knight, Vargheist, 2-3 VLOZD, because they are the most beautiful, most powerful models, etc. competitive is the exact opposite, your opponent will point to a horde that hurts with saturation and characters that can exploit the magic, our army is passed off against these things, for example a trivial spell that inflicts d6 mortal wounds, or also d3, can take away an entire unit, since you do not have wizards to dispel and you have a monofilament army, so every wound is a model less, and we do not have the possibility to recover wounds, especially those suffered in hero phases or shooting phase. We do not know if these problems are agreable, but meanwhile we try, aware that without a review of the battletome we will always be among the worst armies in circulation. But we have the most beautiful models of all. AHAHAHAH
  10. I would replace the chainrasp with a chronomatic cog. To increase the speed, but in general yes, I would like to play it. @Vasshpit If sales affect the rules is not a problem, it happens in all battletomes, Vhordrai and Bloodseeker Palanquin serve to sell other Coven Throne and VLOZD to those who already own them, but on an army with so many choices and well done does not create damage, if instead you retouch an army shortly before its exit and it already has few choices, then it creates damage. I would also like to talk to the playtesters, to understand how effectively they played with this battletome...
  11. I would do 2x160, 4x320, 6x400. However I doubt that they do, I believe that at first the Harrow were already designed to be a unit of two models, but at last the GW has changed to not kill the Hexwraith, they would no longer sold and in the list we would all choose the Harrows. To the list of changes I would also add the keywords hero for the Black Coach.
  12. @Neck-Romantic, I add, more impact on the Bravery, the enemy units take a further -1 on the turn they are loaded or alternatively suffer a further -1 if within twelve by an ambush unit.
  13. after trying a horde army with large units, from the next game I think I'll change perspective by focusing on small units. the idea will be to assault. why spend 320 pts x 20 dreadscythe? and then they attack in 10 and die on the counterattack. better, I think, deploy 2 units of 10 that attack in 2 different phases using the ambush attack. in this way I will go to deploy more units that will allow me to control the field and put more units in ambush. I did a similar thing in the first game and despite losing the game was balanced. always against tzeentch. next week game against the dok
  14. you're right. but it is not enough. our units do not strike as hard as they seem and they die too easily. yesterday 40 chainrasp were eliminated in one turn by 4 enlightened, without buff. I had given an extra attack and the second save, but nothing, 40 lost models, even before a turn I lost ten hexwraith. the problem is not so much the attack, that can be good, our weak point is really the war of friction. we are too weak. what you suggest is what I did with tzeentch yesterday, but it did not help.
  15. Also I fear a nerf to reapers, and it makes me angry, it is not a problem of the nighthaunts, but of legion of nagash, because we have to lose ourselves. This battletome should be rewritten, we have no resistance, it would help us an extra wound on some units (dreadscythe and bladegheist), delete the word "completely" from some description because it makes it difficult to activate some buffs, and then there is the discourse of the wounds recovered , too few, and too situational. The 10+ charge bonus is too important for us, but this too is too situational. We hope that they will adjust something with the FAQs. @VasshpitA scenic element could fix something, the sigmarite mausoleum could be modified in the rules, to give us the possibility to summon new units. @Tropical Ghost GeneralBecause it's unfinished, and I think it's the fault of Nagsh, some units if they were made better could be brought into LoN and break the game. And then there is the ethereal rule, enormously overrated by game designers.
  16. Hi guys, I came from a bad defeat, yesterday I played against tzeentch and it went wrong. My opponent deployed Kairos, a curselyng and a gaunt summoner, 2x9 enlightened on disc, 2x10 acolytes and 10 pink horrors. I played Olynder, Knight of Shrouds with Sword of Judgment, Spirit Torment and Guardian, 10 Hexwraith, 40 Chainrasp, 10 chainrasp, 20 dreadscythe and Myrmourn. The game ended in the fourth round, when even the last unit was destroyed, the thing that depressed me was losing entire units in a single round of cac, each of my units was devastated in one turn. 40 Chainrasp had managed to knock out 2 enlightened, but the remaining seven took out the entire unit by 40. The dreadscythe died before they could attack. The Myrmourn were killed by two spells, one made 2 mortal wounds, the next one 6. Both in the same magical phase. I seriously start thinking about playing only the reapers, it's the only unit we have, I put 90 of them and the rest are heroes.
  17. I aim to eliminate the heroes and therefore do not need the dispersion. however I'm also thinking about other lists for lower the cost of the combo.
  18. But can the KoS command ability be used multiple times on the same unit? For example, himself? If I spend 2pc can I get a +2 to hit on itself? Sorry for double Post
  19. @Tropical Ghost General it,s true, point are never enough.
  20. For the relic is worth the 6+ then editable, I thought the Knight of Shrouds to send it in the company of L. Executioner, so every 4+ are 1d6 of mortal wounds, combined with mortals made by the spirit Host. Unfortunately for this combo I do not think I can use the shroudguard, already to insert the Kos I should reduce the bladegheist and the chainrasp, I do not know where to find another 110 pts. But I like the combo, to say I doubt that a general Coven Throne or a cauldron of the DoK can survive such a number of mortals, provided I make a good number of them. On the midnight tome I think I have to give it, probably I will insert it to one of the Spirit Torment. Start to understand what is the best way for our army, if we face the adversaries at most we are passed off, we must take advantage of the aip to hit the enemy opponents, removed that we are fine. If we kill the death general, units do not come back to life, and every necromancer or vampire lord eliminated is d3 less for unit care. Without the cauldron the DoKs become fragile, the Sylvaneth without alarielle lose magic and recover wounds, each army depends on the heroes. For now I try the horde execution combo, but in the future I could try without warscroll battallion, since the KoS with the sword of ulgu can do the d6 mortal wounds at 5+ with 4 shots.
  21. Thanks Tropical Ghost Hunter, this is a good thing, for now I will not do tournaments because I'm still testing the army looking for a good list, but as soon as possible I will not fail to participate. Meanwhile. This Sunday I will play against Tzeentch, after a few games with the shrieker host I decided to change warscroll battallion, in fact I will play the execution horde. L. Executioner general (ruler of spirit host - sword of judgment ulgu) Guardian of Soul (Beacon of Nagashizzar) Lore Shademist Spirit Torment Spirit Torment 3x3 spirit host 2x20 Bladegheist 1x40 Chainrasp 2x4 Myrmourn 2000 precise pts. 7 drops, 12 units deployed. The strategy I have in mind is clear, using execution horde to hunt down enemy heroes. In that case I can easily get a -2 to be hit and a +1 to hit. With the sword of Ulgu every 5+ are 1d6 of mortal wounds. I'm thinking of inserting a Knight of Shrouds and using his ability to bring the mortal wounds to 4+. The rest of the army, on the other hand, very trivially will hit the opposing units, hopefully after the enemy heroes have died so as to face them without buff.
  22. We are not competitive, so we are not played, maybe now that there was a second place things will change, but it is difficult without some adjustment to the army.
  23. The pendant is a relic of Nighthaunt, you found it in the battleytome
  24. Pirates and undead are a winning combination, it is strange that nothing has happened in aos, if they fix the wraithtfleet of firestorm to update it to the new edition, or simply including it in the rules of LoN, would be an incredible boost for modelers. Ironclad turned into zombie navies, not to mention the Idoneth converted into zombies or ghosts. I can not wait to see what you will create.
  25. Until a few weeks ago I played Legion of Night, I did not use warscroll battallion, I had 8-9 drops on my list. I'm used to not choosing who starts the first round and having three units in ambush, perhaps for this reason some nighthaunt mechanics are familiar to me. Honestly, I have never given importance, indeed, a high number of drops means that you know that in the first round you will be disadvantaged, so you prepare yourself for that, play accordingly. The fact of being able to take the field with some units when we want is still a good advantage, it means that regardless of who will start the first round, we will decide when to make the first move. Certain savvy opponents can be prepared for this, but it is always something they will have to deal with.
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