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Cursed

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Everything posted by Cursed

  1. yes it is! you only have to move partially over the ennemy base for a hexwraith model to use his ability!
  2. you need more bodies! buff the chainrasp, grimghast or skeletons horde to max! minimum size units are too easy to destroy so are not used as front line. Also I would only take the guardian of souls with a max size unit of ghost to buff. With small sizes they will crumble before he can heal them and giving +1 to wound to 10 reapers isn't that scary. replace him for a normal vampire lord. Also, Morghast are better in Grand host lists. I know you want to maximise the bravery bomb, but against a lot of armies this strategy don't work. I would remove them to boost the hordes!
  3. the harvest bomb combo gets even nastier with the spellportal! In most game I tried it, with double CA, Arkhan can touch almost all the army of my opponent and with the double cast (that happened to me more than it should be permitted xD) 2d3 MW on every support and small heroes is really strong turn 1!
  4. 15 Black knights are tanky and can do decent dmg on the charge but if your opponent manage to charge you, they will do nothing and just be anvil. You need more dmg potential so I would add 2 big blobs of grimghast or skeletons to help you get more wounds on the table and more dmg. Grimghast will surely get nerfed in the next general's handbook tho so I would wait before going all in with them. In the same vein a necromancer is a must for van hel's Dance Macabre. Attacking 2 times with your black knights, skeletons or grimghast can lead to absurd amount of attacks! skeletons can go up to 482 attacks in one fight phase if they don't lose anyone. Lady Olynder is not a good choice in my opinion, she's really squishy and in a Legion list do not get any bonus from the alliegance and also no extra spell, so I would stay away from her except if you really like her model and want to merge in Nighthaunt someday. As said by Honk, Dire wolves are amazing! fast, cheap and very resilient for their cost. In most games they are my mvp because they can cap objectives for cheap, protect my unit from charges, get res if you need it, charge a shooty unit to prevent it shooting your important heroes/units, etc. The possibilities are endless. I always have minimum 2 units of 5 in every list I make. Chainrasp could be ok for an alternative and do the same job, but they cost sligtly more and are slower than the wolves. Vampire Lord on Zombie dragon makes a good general because he can be really tanky with the 3+ unrendable save with the shyish artefact and he's fast to help you res unit by sprinting to a gravesite. He packs an ok punch but don't send him against the meanest thing the opponent has to offer because he still can be put down by heavy hitter units. In certain matchups, Neferata is really strong (army with very few long range and units that mostly need to hit), giving -2 or -3 to hit to anyone at 15'' by stacking her command ability can shut down a whole army and assure you the victory! I've done it once against a slaves to darkness army and even tho he got the double turn against me, all his units had -2 to hit and he only managed to kill a few skeletons in 2 turns xD. But beware of long range gunline or MW spammer because she will crumble very fast! Fly is very powerful in this game because movement is everything! And since the 2 vampire lord option have the same speed, you want the automatic fly always and you don't really want your vampire lord in melee, (he's really squishy!!!) the steed attacks are wasted and not that good in fact. So you are better with wings to keep him mobile. He will also have a smaller base so easier to hide him.
  5. you don't summon more skeletons now! so the number you started the game with is the max you can have! For a good number I suggest you 2 big blobs of 40 skeletons or 30 grimghast reapers with a few 5 dire wolves units.
  6. take overwhelming dread or vile transferance on Neferata instead of soul harvest. Soul harvest is only good with Arkhan because of the increase range. with only 3'' range it means you have to be in melee at the beginning of your turn and it's not a good spot to be with Nef. Her debuff aura help her but a good army/unit will munch threw her even with the debuff or will only retreat from combat with her to prevent you from healing. Vile transferance is a better way to keep her alive and having the spell 2 times is good for redundancy too! Overwhelming dread is a very powerful spell and since you don't have a Necro, Nef could take it if you want! For artifacts take the orb of enchantment instead of the ring! Preventing a strong hero to fight for a turn could be crucial for you! Other than that it looks like a nice list to play in casual environment! Have fun and don't hesitate to tweak your list often! I've found it's one of the beauty of Death, you can make very versatile and different list every game! just my 2 cents!
  7. necromancers can't be allies in Nighthaunt sadly! only deathlords and soulblight!
  8. one morghast attacking a 4+ save model will do : halberd: 3 attacks / 2 hits / 1.33 wounds / 1.11 unsaved wounds / 3.33 dmg in average swords: 5 attacks / 3.33 hits / 2.22 wounds / 1.48 unsaved wounds / 2.96 dmg in average but the more attacks they get the better gets the halberd and higher the difference gets! So halberd is always the better choice!
  9. It's in the warhammer community website! go in the FAQ section and it's in the AoS sub-section! Sagly for the Thorn, push don't allow them to move throw blocked hex and models!
  10. which color have you took for the blue glaze? and from which company? thx a lot!
  11. nice job! really like your scheme! Also would you mind sharing wich clors you took for the icy base? thx a lot!
  12. lol it's a copy paste from the Nighthaunt pdf battletome so I think it's pretty exact!
  13. you can always send a message to GW directly! they will give you an answer! Sadly GW have always made awkward wording for their rules, so it's hard to tell what is the true intention. Something I've found : core rules designer's commentary page 6 : Sometimes an ability will refer to ‘this model’ or ‘this unit’, and sometimes to ‘that model’ or ‘that unit’. Is there a difference? A: Yes. When an ability says ‘this model’ or ‘this unit’, it is referring to the model or unit to which the ability applies. When an ability says ‘that model’ or ‘that unit’, it is referring to a model or unit that was referred to earlier in the same ability. exact wording of soul cage : Soul Cage has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until the start of your next hero phase, that unit cannot retreat. In addition, until the start of your next hero phase, that unit cannot fight in the combat phase unless all other enemy units that are eligible to fight have already done so. I know it's pretty vague but it's the only thing they gave us about wich unit they are talking about in their rules! So I still think your best bet is to asked GW directly for a confirmation!
  14. nope! ''that unit cannot fight in the combat phase unless ALL OTHER ENEMY UNITS that are eligible...'' Since they specified ennemy units, they have to choose all of their units first and than can choose the one who is caged. So with the Deepkins exemple when they charge on turn 3 they have to choose all of their other units first to attack before yours and than choose the one caged still before yours because it's the last one eligible to fight for them.
  15. yes! this is how it works and this is why Nagash and arkhan are true casting monster! there's only Lord of Changes who can beat them on the magic contest! ahah!
  16. there's no modifier to unbind endless spells because it's not the same action. Exemple arkhan gets +2 to ''unbind'' a spell but if he wants to remove an already casted ES, he doesn't unbind it, he dispel it. So no bonus since it's not the same action. Pretty much all bonus I know of don't apply if you want to remove an endless spell.
  17. In the Legion of Nagash errata FAQ they have been given the Legions keyword
  18. Really nice job you've done here! do you mind sharing how you did it? (wich colors and techniques used?) Thx a lot and congrats! I really like your ice theme!
  19. yes! you can stack any command ability if it's not written you can't. (like the blood feast command ability in the FAQ) You can find it in the core rules.
  20. I would make one chainrasp 40 and the other one 20 to save 40pts remove soulsnare and take the portals instead with the saved points split the 15 dire wolves in 3 units or 10/5
  21. really nice paint job! I like the blue for their skin and the robes are really nice! It makes them stand out a lot from other nighthaunts! Do you mind sharing your paint schemes (step by steps, with colors used?) thanks!
  22. seconded! really want to see your shadow ghosts!
  23. I used the battalion in a tournament a few weeks ago and depending of the match-ups it can be brutal (ironjaws/stormcasts) every army with few wounds and no protection against MW in fact. But against a mixed order gunline Arkhan and the mortis just got sniped and against a horde of nurgle, I was not able to put enough MW to balance is healing and 5+ fnp! My list had grimghast instead of grave guards, 2 blocks of skellies instead of chainrasps and a few endless spells (the spellportal/soul harvest combo is really brutal! I manage to do 2d3 MW on every units in an ironjaws army turn 1!) So the battalion is really fun to play with realms spells! you have lots of choice and can cast an absurd amount of spells! But against armies with good MW protection or long range gunlines you're gonna struggle a lot!
  24. yeah! I was really impressed with his army! super colorful but you can see the grim resurface behind all this false joy! this is just superb and awesome!
  25. for me the thing I would like to change for Nagash and realms: -hand of dust becomes 2d6 or 4d3 MW instead of insta-kill (I would change all abilities in the game that just slain model by this) -I like how the new portal works and another nerf could kill it for a lot of list -realm spells should be selected like any other extra spells. the only reason why it's broken is because every wizards know all of them. with this simple change realm spells would be way more balance.
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