Pazour
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Posts posted by Pazour
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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.
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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 hours ago, XReN said:
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.
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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."
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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.
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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
AoS 2 - Nighthaunt Discussion
in Death
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Where could one find these subfactions to look at?