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Espy85

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Everything posted by Espy85

  1. it will be a big problem. I personally think of compensating with the chain and the increase of dreadscythe. I've already thought about some list. then I think we could receive further errata. we are the only army to not have an errata file.
  2. on the banshee my mistake. the command line is the second, to try to force the retreat of the war. the 4 myrmourn do not attack if I can avoid it. they are placed within 6 "of the enemy unit, but behind the grimghast, they only serve to exploit the battalion's ability. at the moment I am testing, so no tournament yet, but I often face tzeentch and I have faced sylvaneth and dok. the results are fluctuating, I like how the battalion runs, but I'm looking for the right composition. I always divide my army so that each unit can do a single job. in the coming days I hope to play against nurgle.
  3. I play: T Banshe general hatred for live (first command trait) Spirit Torment with Midnight Tome Knight of Shrouds with Sword of Judgement of ulgu Guardian of Souls. 30 chainrasp 10 chainrasp 30 grimghast 20 dreadscythe 5 dreadscythe 8 Myrmourn 4 Myrmourn. I dividethe army in 4 different departments, which I will send to attack or defend on 4 different objectives. The reapers are accompanied by the guardian and 4 Myrmourn, the idea here is to have a unit that hits 4+ by rerol the failed and towounds at 2, with the Banshees canceling the opponent's shock tests. The 20 dreadscythe are accompanied by 10 chainrasp and the spirit of torment, they target the opposing unit with the lowest bravery, the spirit also launches suffocating Gravetide for a further -1, chainrasp screen to avoid being charged and then they protect the hero. 5 Dreadscythe and the banshee usually remain in defense of the objective in my territory, along with 30 chianrasp that so repeat the 1 to hit and hurt, the dreadscythe give a -1 to hit the opponent, lined up just behind the chainrasp. The Kos and the 8 Myrmourn instead hit heroes and small armored units, the idea is to bring save throws from 3 + / 4 + to 5 + / 6 +, and hope to make 5+ with the Knight of Shrouds and inflict some d6 of mortal wounds to enemy heroes. It is not a simple list to manage, indeed, but I love the BG of the shrieker Host and banshee so I want to run a list focused on them, this is the one that from field tests seems more balanced, but the success and defeat are linked to many different factors. For example, against the demons or death the dreadscythe have no way of giving the -1 to hit, but they too must repeat the 1 on the shock tests and if they suffer 15 20 wounds will have to lose other models for the failed test. I have never faced the order draconis, but it seems to me on paper an army that deploys few models, in that case I would try to take control of the field, but without facing them I can not tell you more. Sorry again for Long post
  4. Hi guys. I would like to talk about my experience with the shrieker Host. I had the chance to play it often and I have to say that it gave me great results, I put a lot on bravery using also the endless to lower it, today I deploy 1x20 + 1x5 dreadscythe, 1x8 + 1x4 myrmourn, with 30 grimghast, 30 chainrasp and 10 chainrasp . I'm still looking for the best combination of units, but the warscroll bonus is key to getting the better of it, forcing a unit that suffered 20 injuries to fail the shock test means eliminating it quickly, and the feeling is that our units they remain mired in the clashes in the long run they are defeated. Someone else has played it, what do you think?
  5. My Nighthaunt army should come from ulgu, do you have any ideas to make a haze effect on ghosts? With painting?
  6. I always play Two vampire. Is better that all Hero in the NH battletome. He is a wizard, heal d3 on 3 unit automatically. He haven't second save 6+, but NH hero have this save only if unit is wholly 12". When you pile-in you could lose that save. My new list that try is: T banshee 80 midnight tome 2x20 Dreadscythe 640 2x12 myrmourn 420 Shrieker host 140 3x10 chainrasp 240 2 vampire 280 1 guardian of soul 140 beacon of nagashizzar Suffocating gravetide 30 Soulsnare shackless 20 4 drop. 1 extra pc. Do you Think?
  7. Olynder 240 Tomb Banshee 80 Knight of Shrouds 120 Guardian of Souls 140 Hexwraith 160 Hexwraith 160 Chainrasp 80 Dreadscythe 320 Dreadscythe 180 Myrmourn 80 Myrmourn 80 Chainghast 80 Shrieker Host 140 Soulsnare Shackless 20 Suffocating Gravetide 30 1PC extra. 1990 pti We try again, despite what I think of the army, but I'm stubborn and until I find a way to play do not give up. The idea is to focus on the shrieker host going down where it is needed. On the field I will field the two of Hexwraith, the chainghast, the KoS, the guardian and the Tomb Banshee, this last will be general with the stroke to recover d3 models. OLynder and the rest of the shrieker goes in aip. The list tries to be malleable, the chainghast will have to deal with the most numerous units, exploiting the d3 ranged attacks and the possibility of doing even six or seven attacks in close combat, the banshee within 6 "then it should ensure a test of The two other heroes will share the hexwaraith units that are going to take the targets, with the dreadscythe from 10 ready to come to the aid of one of the two Olynder will be surrounded by Myrmourn and will fall into the opponent's territory to have suffered 4 dispell, but above all to use his spell on an opposing unit and hurl himself against the last unit of dreadscythe from 20 that would hit and wound at 3, with -1 of rend and double damage possible in case of 6 to hurt, I will also bet on the endless to slow down the opponent and lower the bravery opponent again, to keep the dreadscythe protected, which in that case would cause a -1 to hit.
  8. Nighthaunt are okay to just have fun. In LoN they are a good upgrade and you can recover them. But the truth is that the nighthaunt battletome seems to have been badly done, whithout playtesting . In AoS each army has its own characteristic: 1: The Horde, this army don't is because the units have low numbers and with 32 inches bases and no bonuses that give more attacks. The dreadscythe dont go beyond the 30 40 attacks, the grimghast idem, the bladegheist make it 20. Too few for to be horde army. 2: The Shooter, absent justified. 3: Magic. unjustified absent, few wizards and no magic that hits the bravery or mortal wounds , a couple useful and stop. 4: Elite army. The number of attacks is in line with elite armies, but have little yield and yield of laughable damage. The entire army hits 4+ and considering the few attacks with the accumulation the best units do not make more than ten injuries. The only hope is a charge with 10+ but it can happen a game in which you do none. The problem is that the designers in my opinion have overestimated the ethereal rule just because they have not got to see it at stake. The best choice would have been an elite army based on resistance, made up of very few high-cost but hard-hitting models. For example, you must have many injuries with a real increase in costs. For example units like the grimghast had to have a second wound, then you make me pay 200 every 10 without problems. The chainghast 4 wounds for one model and 160 points for every 2 models. The impact on bravery was strengthened for the attack. The -1 gives it also legion of blood. They could add a second malus to the units within 12 by those who drop in aip on the turn they arrive. As it is today, the army seems to be halfway to all possible routes. Then be clear, if you play with friends to have fun is fine, but if you show up at a tournament, it is hard work. It's okay to face the sylvaneth or those few armies that deploy little and aim at the rend, but against the hordes and the shooters you're dead. If 20 bladegheist loaded from the 40 skeletons you lose them in 1 round of cac. The witches elves beat you. The tzangor too,. And the bladegheists would be our elites. What you think about? Ever sorry for my bad english.
  9. With endless like suffocating and purple sun you could try damage bravery of target for -1 to hit of dreadscythe abilities. The myrmourn is good for dispell, 2×4 is well. Dreadscythe is very good with knight of shrouds command ability, you can play 2x10 and pile in with other unit. Sorry for english.
  10. Knight of shrouds on ethereal steed (general - rules of the spirit - fallen wind pendant) Guardian of soul (wychlight lantern - spell shadistist) Banshee Tomb (midnight tome - soul cage) Cairn wraith 30 grimghast reapers 10 grimghast reapers 4 x stalker 4 x stalker 20 x chainrasp 10 x dreadscythe 10 x dreadscythe 4 x myrmourn 4 x myrmourn The endless soulsnare shakeless WB: Death stalker + shrieker host. 2 extra control points. 5 drops. Behind the waves of the guest's death to send opponents shock tests to the nettles and exploit the ability of death stalkers to target the most dangerous unit. This will be my last attempt with double Warscroll battallion , I passed don't are exciting beyond the victories. I had problems at control of board. I keep the black coach out because it does not convince me. It seems like a risky list, where I kill my opponent in first or second round, or I will be brutally in trouble. Surely he will line 30 tzangor and some enlightened (6 or 9). I will have to manage this guys and don't will be easy. We hope nagash be with me. Ha ha ha Sorry for my english
  11. hi guys, I have a doubt, can you use the legion black coach in the nighthaunts? in the official app is inserted in the nighthaunt faction.
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