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Pazour

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Posts posted by Pazour

  1. 49 minutes ago, dmorley21 said:

    Yeah, it has been an interesting week and a bummer this site was down. 

    I have to say that while some updates are nice, the Nighthaunt stuff is a disappointment after seeing what happened for Idoneth and Nurgle in the previous two books. All of the procession rules are just taken from battalions while the warscrolls aren't anything to write home about either. It's pretty clear that there's a different rules writer here, and the results just don't change Nighthaunt's power level in a meaningful way. Here's some thoughts on each update:

    The Emerald Host 

    The first ability is okay, but only applicable to some games really when the opponent has a character you really want to target. I also don't think it will work against anything Ethereal or similar.  Having Hexwraiths do what they do in Dolorous Guard without the battalion tax is great, I just wish they weren't the one model that obviously doesn't fit into the range. The command trait and artefact are bad. The command trait only works on Knights of Shrouds, so only two models and typically I wouldn't want those to be my general especially with the buff in this battalion. I'll just take Olynder, so I guess it won't really affect me. It just pales in comparison to Ruler of the Spirit Hosts. The artefact... is just bad. 

    This procession makes Lady Olynder very tanky as we know from Dolorous Guard. It gives survivability to any general. It also partners well with the Death Riders battalion, making Hexwraiths an actual force, especially at their cost. 

    Reikenor's Condemned

    Okay, so you get The Condemned and Chain Horde battalion rules for free and they also apply to Glaivewrath Stalkers, which you still won't be taking. I'm not sure what making Reikenor act like your general really does for you in the big scheme of things. The Command Ability probably won't ever be used. The artefact is solid, especially on a Guardian of Souls. 

    If you want to run blocks of Chainrasp Hordes, this is a no brainer. Otherwise, I struggle to see lists that will fit into it. 

    Krulghast Excruciator

    6 wounds is nice, since we all assumed it would be 5. Not really difference making, but nice. For a buff hero, you'd like to see an ability baked in that doesn't rely on making an attack. But the shooting attack is decent and this model at least opens up different strategies. I think the main strategy will be deepstriking it with a unit and then trying to give the unit a 5++. I'll have to play with the wholly within 12", but there's some good options here. You could also use this and another one or a unit of Chainghasts to snipe an enemy small support hero. Not a game changer, but something different which is cool. 

    Dreadscythe Harridans

    The warscroll changes are fine, but uninspired. However, with their points going back up to 90 for 5, they've gone ahead and made them redundant again. I used them in every list before because they had good output and were one of the cheapest units in the book. Now they're back to being more expensive than Grimghasts and the same as Bladegheists. Just no big picture vision here. 

    The Sorrowmourn Choir

    Okay, so for the most part this is Dolorous Guard with two units of Myrmourns, a unit of Harridans, and Lady O. Except, this is actually quite a bit worse. First off, Myrmourns and Harridans now are too expensive for you to want to really use them as bodyguards. Hexwraiths are 13 pts a wound. Harridans are 18/16 while Myrmourns are 17.5. None of them are battleline either. 

    Now the making Lady O act as a general while not being your general is actually quite good, just not in The Emerald Host. It means you can run Ruler of the Spirit Hosts and Lady O's command ability together for more resurrection power. It also means you can run that and a teleporting Harrow. That has some play, just not in the Procession I'd want it to be in. 

     

    Overall, I'm disheartened by this update. It helps, sure. Not saying it doesn't help. It's just a lack of creativity/inspiration that we have seen for other armies in terms of updates. As we all know, there seems to be different rules writers who don't communicate in meaningful ways, and it seems we got the one who wrote the Slaanesh and Sylvaneth stuff. Still, there's some cool stuff here. I'm excited to see Death Riders in the Emerald Procession for one. 

     

    Where could one find these subfactions to look at?

  2. 12 minutes ago, Bayul said:

    There's an upcoming team event in Australia in March with 3 LoG lists and only 2 Nighthaunt lists. Two LoG list run 2x Chainghasts but no Spirit Torment. What's the point of that? Are the Ghastflails so strong?

    Link to the announcement:

     

    Bladegheist Revenants get re-roll hits from Chainghasts, even if there is no Spirit Torment. 

    • Thanks 1
  3. If we have determined that allying in a Dolorous Guard Battalion would be match play legal, what do people think about adding that to a Court of Nulahmia list?

    Solves an issue of Neferata being too easy to kill as a General, with 20 extra virtual wounds, and you've got 4 deathly invocations a turn to keep those Hexwraiths coming back over and over.

    Allegiance: Legion of Blood
    Mortal Realm: Shyish

    Leaders
    Neferata Mortarch of Blood (340)
    - General
    - Lore of the Dead: Overwhelming Dread (Deathmages)
    Vampire Lord on Zombie Dragon (440)
    - Deathlance & Shield & Chalice
    - Artefact: Ethereal Amulet
    - Lore of the Vampires: Vile Transference
    Vampire Lord (140)
    - Mount: Flying Horror
    - Artefact: Orb of Enchantment
    - Lore of the Vampires: Amaranthine Orb
    Bloodseeker Palanquin (300)
    - Artefact: Oubliette Arcana
    - Lore of the Vampires: Vile Transference

    Battleline
    5 x Dire Wolves (70)
    5 x Dire Wolves (70)
    10 x Zombies (60)

    Units
    5 x Hexwraiths (140)
    - Allies
    5 x Hexwraiths (140)
    - Allies

    Battalions
    Court of Nulahmia (150)
    The Dolorous Guard (120)
    - Allies

    Endless Spells / Terrain / CPs
    Prismatic Palisade (30)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 400 / 400
    Wounds: 92 

  4. 4 hours ago, XReN said:

    Here, I hope this illustrates the point  

    shitty charge diagram.png

    EDIT. Man, that would be a sick "Smooth Criminal" charge 

    Картинки по запросу "michael jackson the lean""

    Flying rules would trump that no?

    FLYING If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

  5. 56 minutes ago, alterdeqip said:

    Btw are there any thoughts how to increase the Mortek Crawlers firepower?  I mean are there any ways of dealing needed amount of damage to it ( except endless spells ) , so special shots will become greater? 

    Place it on, in, or around damned terrain for them sweet re-rolls.

    "Damned: At the start of your hero phase, you can pick one friendly unit within 1" of a Damned terrain feature to make a sacrifice. If you do so, that unit suffers D3 mortal wounds, but you can re-roll hit rolls of 1 for it until your next hero phase."

  6. 8 hours ago, Uvatha said:

    Thank you for the feedback! :)

    Ah actually the Crypt Flayers are Mercenaries so it should be ok?

    Good idea for the Dreadblade, probably more resistant and mobile, thank you!

    What if you swap one of the Morghast units for a Mortis Engine?

    +1 to cast to get the spells off easier, another bravery attack (less damage but AOE), and a once per game AOE heal\DMG if needed.

    Also, any reason to run the Flayers as 2x3 instead of 1x6? Single activation vs multiple might save you a bit of damage.

  7.  

    On 6/17/2019 at 7:26 PM, HiveFleetCerberus said:

    Working on a Deathriders list using the updated points costs (20 pt. cheaper hex wraiths really adds up fast!). This list under the new points comes to 1940, so I would also buy an extra command point. Any glaring mistakes? Am I missing anything drastically important? Thanks for the feedback!

     

    Allegiance: Nighthaunt

    Leaders
    Dreadblade Harrow (100)
    Reikenor the Grimhailer (180)
    - Lore of the Underworlds: Soul Cage
    Spirit Torment (120)
    - General
    - Trait: Ruler of the Spirit Hosts 
    - Artefact: Pendant of the Fell Wind 
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Shademist
    - Infernal Lantern (Artefact): Beacon of Nagashizzar

    Battleline
    10 x Hexwraiths (320)
    10 x Hexwraiths (320)
    40 x Chainrasp Horde (280)

    Units
    10 x Bladegheist Revenants (180)

    Behemoths
    Black Coach (280)

    Battalions
    Deathriders (130)

    Endless Spells / Terrain
    Malevolent Maelstrom (20)

    Total: 2070 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 124
     

    Looks like we had similar ideas lol, I really loved the Deathriders battalion already, (everything is fast and teleportation shenanigans are fun) and now that they have dropped the points of every single unit! in the battalion it seems like a no brainer.

    Your Spirit Torment would have trouble keeping up with the Hexs, which are the most efficient to bring back with RotSH, and his inbuilt return ability is unreliable on them, so if you use him, I would not make him the general, that should go to the DBH IMO. but... his aura is largely a waste now, since you can re-roll 1's to hit for a command point, and your list does't have a clear use for them otherwise, the pendant seems like it should be strong, but with deep strike I personally don't usually get much use from it. (although maybe to make using the hexs flyover ability easier...)

    GOS can bring back either the Blades or rasps, but I say the +1 to cast is better than the +D3 returned, a failed or dispelled casts means 0 back, so reliability is what I prioritize, shademist is a decent spell for sure, but I prefer my rage inducing tactics below lol

    DBH as your general can Teleport and then Spectral Summons to bring a unit with him. Start the Black Coach in the middle of nowhere so it can level up turn 1, then drag it 9" from the enemy as a surprise charge

    Malevolent Maelstrom I've never personally fielded so I can't speak to it, it sounds fun though, how has it been for you before?

    I'm working on a 2000 point list as well, for a tournament the week after GHB19 drops. 

    Here's what I was looking at, feel free to tear it apart.

    I'm a 3 drop list with Reiknor and 2x battalions, so I can usually pick who goes first in round 1. 

    I'll put the minimum on the table somewhere they can't be reached for a turn 1 alpha, and take the 2nd turn so my opponent has nothing to do turn 1, (on table 2x DBH, since they teleport anyways, Black Coach so it can level up, Reiknor and 20x Rasps) and deep strike in the rest on my turn.

    They're unlikely to want to hand me a double turn in subsequent rounds, so I can keep using the Terminexus to heal myself each round (probably on the Black Coach as its only healing is its self D3 per turn and people like to focus it since its my "big" unit. If they do try to flip Terminexus on me, with correct positioning, fast units like Hexs, Black Coach, Reiknor, and DBHs hopefully all outrun it.

    DBH General and Black Coach can keep my Hexs topped up D3 models each per turn.

    GOS keeps the Rasps un-healthy with 2D6 models returned per turn with +1 cast artefact to increase reliability, soul cage for if a big beastie comes knocking, make him go last and flee the rasps 3" inches back so he can't pile in and attack

    Reiknor stays near a unit of troops for lookout sir, casts Cogs for re-rolling saves, and extra chances to snuff corpse candles (split a unit coherency hey-o!), lifestealer to top up if he snuffs his own candle

    DBH1 as general to drag units around with him, artefact to make him a caster, but torn on what spell to choose

    Spectral tether - heal himself or other heroes, but the terminexus can do this already, and he'd likely have to teleport which takes a turn and might be too late anyway

    Soul Cage - choosing the attack order is always powerful (to flee, or to bracket something before it can attack)

    DBH2 to stay near Hexs and BC to provide deathless save, Wraithbow Shyish artefact for minor hero sniping magic ranged attack that bypasses look out sir

    One of my 3 casters can hop on the Balewind for extra casts, if its Reiknor 3x corpse candles is sweet! but likely the GOS since he will probably be camping an objective somewhere and wont need to move much.

    I know I lack a big hammer to whack things with, so I aim to play the objectives well and outlast my opponents.

    Allegiance: Nighthaunt
    Mortal Realm: Shyish

    Leaders
    Dreadblade Harrow (90)
    - General
    - Trait: Ruler of the Spirit Hosts 
    - Artefact: Midnight Tome
    Dreadblade Harrow (90)
    - Artefact: Wraithbow 
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Soul Cage
    - Infernal Lantern (Artefact): Wychlight Lantern
    Reikenor the Grimhailer (170)
    - Lore of the Underworlds: Lifestealer

    Battleline
    10 x Hexwraiths (280)
    5 x Hexwraiths (140)
    30 x Chainrasp Horde (240)
    20 x Chainrasp Horde (160)

    Behemoths
    Black Coach (260)

    Battalions
    Deathriders (130)
    Chainguard (120)

    Endless Spells / Terrain
    Balewind Vortex (40)
    Chronomantic Cogs (80)
    Mortalis Terminexus (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 114

     

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