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28 Lord Celestant

About EnixLHQ

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  • Birthday 06/03/1880

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  1. Cost. Dreads cost 20 less until max unit size. At max they are 40 less. That adds up. It's an endless spell. It's an extra CP if the rest of your list allows for it. Less cost is more wiggle room. I love my 'gheists, and they've done right by me, but I'm no longer thinking they are the optimal choice if you're willing to try to play tactically. They are most certainly the best choice if you can't buff them, though, and you already have Reapers.
  2. You've got a couple of options. Gravesites, several of them, where you are going to be taking ranged damage. Since you can designate a unit per gravesite, and that can be the same unit, you stand to heal up to 4d3 models from that alone. If you tuck a Necromancer in with the unit, minding not to let him get pelted, you can throw in another d3. Minimum 5, maximum 15 models back per hero phase before considering GoS's Spectral Lure or any other source of healing. I suggest no more than 3 gravesites in your battle zone. Put that 4th somewhere that keep your opponent hesitant to move their deployment too far. Speed. We have a lot of units that can move 8", and a few that can move 12". Before I took my turn I made a few calculations; I measured my opponent's full move and full move+run to predict where they were going to be at their shooting phase, and then measured how long their ranged attack was. I knew I could move X" on my turn, let him move on his, and still be out of range the first turn but be close enough for a charge roll on my next after move. If this means running on your first turn in order to set that up, then consider it. But don't leave your heroes too far behind or risk not shrugging wounds. Despite any of the above, your most important move is to read the objectives of your particular scenario carefully. Play for points. We're sneaky, resurrecting, fast units, so your best bet is always going to be to amass your points. We have horde units that are great at camping, and fast units that are great at claiming. If you can take a point early and hold it longer, then you'll likely win despite taking heavy losses.
  3. Since most armies in his meta have Bravery 7 or higher, I can see why he'd want to shelf the girls. It takes a CV 8 spell to lower a unit's bravery enough to matter for that. In my local meta I think they're still super solid for that -1 to hit. I'm supposing that he's figuring an equal points worth of Chainrasps would hit more and wound more than the Dreadscythes overall, while costing the same CP to get them swinging. He brought 20 and 15 Dreadscythes (35 wounds, 105 attacks, likely a fraction of that actually being used) = 520 points = 40 + 30 Chainrasps (70 wounds, 140 attacks, more likely to get a bunch actually attacking). Slower, less likely to damage (3+ vs 2+ with a GoS Wound buff), but way more of them and way more attacking once they got to wherever they were going. I hope they are both Nighthaunt and Log battalions, or at least one is. I'd die for a second artifact...
  4. Stoked! Yes, regale us with your tales off ghosty ghastly murder
  5. It all sounds fair to me. I'm glad you had a winning tournament, and I hope future events are a bit more fair. Thanks for the write up. I look forward to the more detailed reports later!
  6. <---- "unless" and "6 or more" Legion of Grief - Aura of Grief: Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Legion of Grief units. Nighthaunt - Aura of Dread: Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly NIGHTHAUNT units. A unit with a Bravery characteristic of 7, who comes within 6" of a Nighthaunt/LoG unit, now has a Bravery characteristic of 6. A unit with a Bravery characteristic of 6, who comes within 6" of a Nighthaunt/LoG unit, now has a Bravery characteristic of 5. A Bravery characteristic of 5 or lower, after modification, as well as a distance of 3", is required for Harrowing Shriek. Note that it is models within 3". Legion of Grief has a Command Trait and a Spell Lore to assist with this: Command Trait - Tragic Emanations: Subtract 2 from the Bravery Characteristic of the enemy units while they are within 12" of this general. Spell Lore - Shroud of Terror: Cating value of 8. If successfully cast, pick 1 enemy unit within 12" of the caster and visible. Subtract D3 from the Bravery characteristic of that unit until your next hero phase. There are other tricks, as well. Morghasts and Suffocating Gravetide, for instance. I am no expert, though, so if there is an obscure reading of the rules that somehow eek out more Bravery loss for our opponents (especially without spells) please let me know.
  7. A "characteristic" is synonymous with "stat". On your warscroll card, your bravery (for most units) is 10. That means your bravery characteristic is 10. If you were fighting another NH army, their -1 bravery lowers yours to 9. Your bravery characteristic is now 9 when within range. It's written this way because there are two kinds of buffs: buffs to stats and buffs to rolls. There is an important difference. Buffs to stats/characteristics means that the die roll itself, if there is one, isn't affected. A roll of a 3 is still a 3. Buffs to rolls means that the die outcome is modified. +1 to hit means that a roll of a 2 is effectively now a 3.
  8. -1 to be hit by enemy units within 3" if their bravery characteristic is 5 or lower. This combines with NH's natural -1 to bravery aura. So, unless your enemy can buff their bravery or ignore your debuff, if they bring a 6 bravery unit to a fight they will suffer a -1 to hit the DHs.
  9. Grimghast Reapers: units of 10 to 30, 2" range, 2 attacks, 4+/3+/-1/1. Specials: One model is 3+/3+/-1/2 and if it kills a model splashes 1 MW, all scythes reroll failed hits of target unit has 5+ models. One of the few units that can do a ton of damage without any buff support. There are two things to think about with Reapers. First, they are horde killers. That 4+ bothering you? Well, if you charge these guys against any unit with 5 or more targets you get to reroll failures. Chances are you will cut through half of that unit. Second, they have rend (this whole list will), which even with their not-great attack profile when up against 1 through 4 models, that rend lowers enemy saves. That makes these guys elite killers. Back them up with to-hit and to-wound buffs and they will rend through high opponent saves. Makes these guys very versatile. These guys are Batteline in Nighthaunt, as well, which makes them a nice pick to satisfy Pitched battle requirements. Dreadscythe Harridans: units of 5 to 20, 1" range, 3 attacks, 4+/3+/-1/1. Specials: Wound rolls of 6 score 2 dmg instead of 1, -1 to hit if enemy melee unit has 5 or less bravery. Assuming you can buff these guys, at least their to-hit with Knight of Shrouds on foot and a couple CP invested, these guys will likely be your highest damage dealers without much more finagling. With the buffs they will be on par with the Bladegheist Revanants in terms of damage profile, but they retain their 3 attacks no matter the phase or circumstance, and the occasional 2 damage lets these guys swing higher than their weight class. Their built-in aura debuff is also handy to keep them around if you can keep your enemy's bravery low. Also, rend. Myrmourn Banshees: units of 4 to 12, 1" range, 1 attack, 4+/3+/-2/D3. Specials: +1 attack if unbind successful, +1 attack if dispel is successful, +to unbind. At first glance these guys seem underwhelming except maybe as a short-ranged unbind attempt. But, their rend combined with D3 damage means that if they hit, they'll hit the hardest out this entire comparison. In order to do that effectively, though, you will need a lot of things to go your way; namely, unbinding a spell, getting a +1 attack from a KoSoES, +1 or 2 to hit from KoS on foot, +1 to wound from GoS... If set up correctly this unit will do the most damage, hands down. It just takes a lot of planning and luck to get it off. This is much easier to do in Nighthaunt than LoG as you can zone them in with From the Underworlds within their 18" unbind range. Oh, they have the highest rend of this comparison, so you know what that means. Bladegheist Revenants: units 5 to 20, 1" range, 2 attacks, 3+/3+/-1/1. Specials: +1 attack on charge, can retreat and charge in the same turn. These guys will do very respectable damage without much support at all. Charge, get the extra attack, and swing on 3s. Pretty nice. Also means that KoS need only invest 1 CP to give these guys a 2+. GoS near by and it's a 2+ on Wound. In other words: easy to buff, easy to damage, and with their built-in ability to retreat and charge you will never not be charging. What sets these guys aside from being "auto-picks", though, is what this loadout doesn't say, and that is that they lose an attack in all other phases. So, on your opponent's combat phase these guys only have 2 attacks. Not bad, but the whole reason you bring these guys is to swing for 3, right? Basically, it boils down to if you think you can buff these guys or not, or buff some Dreadscythes more reliably. In my opinion you should always run Reapers as close to max as possible. They self-buff against hordes, their 2" range means they can fight in ranks and get all their attacks in, and in a pure NH army they are battleline, giving you freedom of choice for some Chainrasps to fill out the rest of your battlelines. Next come Dreadscythes which, while they work optimally with at least a KoS investing CPs into them, can deal out significant damage for less points than Bladegheists. Then come Bladegheists which are more reliable with their damage if you can't buff them, but come up short if you can. If you are not confident you can keep buffs in the right places, take these. Last are the Banshees. Last only because of the shenanigans you need to pull in order to get them swinging at potential. Consider these guys advanced mode. The payoff of bringing them is another unbind with a bonus, so against armies with a lot of magic you're better protected, and then their up-to-3 damage potential on each swing. Very risk/reward since their unbind is 18" and those attacks don't mean much if not in melee range. At least they keep their +attack until the next round unlike the Bladegheists...
  10. Just finished a pre-holiday 1520 point fight between my LoG and my friend's Phoenix Guard from Cities of Sigmar.
  11. Battleplan: Places of Arcane Power Total Points Played: 1520 Terrain: Random per GHB, no terrain with warscroll cards Armies Legion of Grief Heroes Dreadblade Harrow General - Command Trait: Vassal of the Craven King Necromancer Artefact: Aetherquartz Brooch Spell Lore: Dread Withering Guardian of Souls Spell Lore: Dread Withering Knight of Shrouds Battlelines Chainrasp Horde x20 Chainrasp Horde x20 Other Grimghast Reapers x30 Dreadscythe Harridans x10 Dreadscythe Harridans x10 Cities of Sigmar Heroes Celestial Huracanum Annointed Freeguild General Non-Heroes Phoenix Guard x20 Phoenix Guard x20 Freeguild Crossbows x20 Freeguild Crossbows x20 Deployment Gravesites: I deployed three of my gravesites in a triangle. The first two went to either side of the center objective, just outside 9" from it. I had to place one fully in my territory, but the other I placed just on the other side of the dividing line. The third point of the triangle was just outside 9" from the center objective on my side of the field. The fourth gravesite I placed in my opponent's deep field, a full 9" from both board edges. This meant that the first turn would be spent outside of any of their auras, but counting on my opponent's traditionally slow speed I wasn't concerned that I couldn't reach them even if he went first. Cities of Sigmar won the roll-off and deployed first. He opted for a tight formation, hugging the offset side of the board in order to keep everything within the various auras available to him. This placed him just opposite the center objective from me, but closer to the one on my left than the one on the right. I decided to split my deployment. In the center I deployed my Grimghast Reapers, bulking them up in front of my Necromancer. To the objective on the right (hidden by the haunted house) I placed both units of my Dreadscythe Harridans and my Knight of Shrouds. That left both of my units of Chainrasp Hordes to deploy as close as I could get them to the far left objective. The terrain there pushed me a bit further out than I'd like. Gameplay CoS finished deployment 4 units before I could, so priority went to him to decide the first round. He opted I move first. This was unusual. He usually moves first, and in half measures to bait you to into range of his crossbows. But, me putting the bulk of my forces directly opposite him, as well as a grave in his backfield, he needed a moment to try to figure just what I was up to. Passing the turn to me I moved normal moves on all my units, making sure to stop just short of where his crossbow range would be after his move, and ran my heroes toward each objective behind their screens. On his move, his slowness meant that even after his move I was out of range of all but a couple spells. He cast them, some mortals were dealt to me that I couldn't shrug successfully, but in the end round 1 passed without much incident. Round two came to me first. I spent my Hero phase giving my Reapers Mystic Shield, which was successful and not unbound. I didn't have anything else defensive to cast, and he was still out of range for Dread Withering, so I spent my round just making sure my heroes could cap each objective and that they were protected by a ton of models for fencing. His half was spent pelting both my Reapers and Chainrasps with his ranged while moving his melee closer. Still, just out of range for a charge. Some easily-passed Battleshock rolls later and the turn was over. End of Round 2 Score: LoG 3 points, CoS 0 Turn 3 was my opponent's. This...did not go well for me. It was a bloodbath. It was a goddamned massacre! Spells ripped through my Reapers, ranged attacks eviscerated both them and my Chainrasps, but only after he focused Guardian of Souls for 4 wounds and melted my Necromancer off the board. My Deathless saves just didn't roll high enough, and after losing my Necro I was losing Reapers by the handful. Heroes were targeted and erased. Reapers were softened. Rasps were mostly intact. My response was swift. Rasps and Reapers charged, but only the Reapers made it. Without my artefact I opted not to spend any CP yet for the charges in case I need them to bring back my units. The Reapers engaged, and after the exchange I wiped out half of one of his Guard units and splashed a few MWs onto the hero parked with them, but on the counter attack my Reapers were no more. My silent wish? To get the top of the next round and bring back my Reapers, either at the gravesite where my Dreadblade was already parked, or at the gravesite in my opponent's backfield. End of Round 3 Score: LoG 7 points, CoS 0 My wish was denied. CoS got the top of turn 4. Woe was my poor Guardian of Souls. Woe was another handful of Chainrasps. Worse than that, his magic and his advancing ranged line brought woe to my Dreadblade. Say a silent prayer for him, because he did all of nothing this entire game and on the verge of his entire worth being paid for in the form of Endless Legions, he popped like a Nurgle pustule, unable to move out of the way before they came gunning for him. (He's in the picture near that far gravesite because I was talking out what my next move was going to be to my friend, and now he's taunting me.) After his cloud of bolts was over, he was able to advance onto the center objective and claim it. Meanwhile, his other Phoenix Guard split off to head for the next nearest objective, engaging my Chainrasps and removing them from the board. Mid-Round 4 Score: LoG 7 points, CoS 1 On my half of the turn, I took stock of my situation. My only hero left was my KoS. My only units left were my Dreadscythes. It looked pretty bleak. But then I started counting. Despite losing almost everything, all I needed to do was hold my last objective. My Dreadscythes finally moved (represented here by some Glaivewraith proxies). 2 CPs on their runs to net a full 14" movement, they barreled into the bottleneck of the terrain to deny my opponent movement toward my KoS. The KoS himself moved back just enough to still cap the objective at the edge of the 3" this battleplan demands. I formed the Hot Gates from 300 (not really) using my Dreadscythes as the doors and the terrain as the walls. Now, the ball was in my opponent's court. End of Round 4 Score: LoG 10 points, CoS 1 He won the roll off for turn 5. He capped his second objective. He engaged my Dreadscythes, who despite their lack of buffs and lack of Deathless managed to hold their own with minimal losses. They swung back hard, those 2 damages on nat 6 wounds hurting his melee line. The turn passed quickly. Mid-Round 5 Score: LoG 10 points, CoS 3 At the top of my turn, all I could do was laugh. I had cinched the game. All I had to do was pass the turn and take my 4 points. But first, I had to press my attack with the Dreadscythes just for fun. I had never fielded them before, and while my original plan was to spend some CP on them and get them close to a GoS and see just what they could do at full tilt, I was very surprised how they performed without all that. I'm so used to my Bladegheists only having 3 attacks on a charge, but now that I have used my Dreadscythes I think their -1 hit bubble is way more powerful a buff than a 3's-across-the-board attack profile by a mile. My opponent, my friend, is used to seeing the same from me, so he was eager to see how they performed as well. They piled in to attack his ranged line and managed, at 6 or 7 models, wipe half of his unit. Their counter-attack was nerfed to near-ineffectiveness. The other unit came at his Guard which took the beating much better, but I rolled well enough on the wounds and he not so well on the saves that even a number of them fell. We both were very happy to see these guys swing for the fences, and they will be a staple in my games to come. Final Score: LoG 14 points, CoS 3 What went well Battleplan Not only did I have more heroes on the table with which I could grab an objective, their even distribution meant that the battles themselves were fairly easy to predict. Deployments alone were enough to know where the pain points were going to be. Terrain Terrain will almost always favor Nighthaunt units, and here was no different. Being able to fly meant that I could ignore most of it, where my opponent could not. I was able to make use of the pinch points on the sides (again, these were determined randomly via GHB, and he chose the side of the table we started on) and force the battles to occur on my terms. Speed Once again, Nighthaunt's speed is one of our stellar qualities. Being able to cover the distance to the objectives so quickly meant I had the early advantage on points. This speed also meant that I could take the fight to him further out away from those objectives in case I needed to recoup before he could cap them. Gravesites Placing three of my graves so close to each other proved a game-changer in terms of keeping my opponents occupied longer than he wanted to be. He had to eat up 3 turns just getting through my regenerating Reapers, which while that went by fast and I couldn't stand up to the sheer amount of wounds he could put out, it didn't matter in the end. That bought me all the time in the world. My fourth gravesite? He eyed it every turn, every move. He had to factor it in with every choice he made. The only time he was ever confident with a choice he was making was after he realized he had my general dead-to-rights and knew he could kill him. Deployment For the first time I felt solid about my deployment strategy. This is in part due to the battleplan and partly the gravesite locations. I felt confident that I could meet his challenge head on instead of an uphill battle. And it helped that I put so much pressure on my opponent from turn 1 that a whole detachment on the right side of the board was ignored until it was too late. What went wrong Hero placement? I should have either turfed my Necromancer to the left side and the GoS center, or some other mix similar to that. The Necromancer got a Danse off, and while it was nice I was throwing attacks against a battleline that was saving on 4s with a save-after-save of 4s, who could strike back with 2+s or 3+s with lots of attacks. Perhaps with a GoS backing my Reapers more of my own wounds would have gotten through instead of buffing my Chainrasps that saw no real action. In addition, I was afraid of advancing my Dreadscythes because I knew they would go in buffless. Dreadscythes They took too long to do anything. If I had parked my Necro where the KoS was I could have had them swinging for 3A/2+/2+/-1/1 and sometimes 2 damage, assuming my GoS was nearby as well. Instead, I benched some of my best ghosts on the sidelines to watch the whole battle. In the end that was probably the better move, but I'm thinking not. OMG DAT DAMBLAGE Since getting the Cities book I have not won a game against them until now. Hallowheart, Hammerhal, and now Phoenix Guard, my friend is really good at finding unit synergies that this book offers and bringing out the pain. He regularly can put together a kill team that can swing with the best damage profiles, save with the best protections, and toss in the right buffs at the right time to make it all just an overwhelming force. I am saying this is something that went wrong because we're capable of this, too, albeit in a more focused manner, and I didn't pull that off. But, this proves a point that Nighthaunt are an objective-game army. I tried to meet him in the middle and take on his entire army with 30 Reapers. That didn't go so well. We're ethereal, and we're already dead, but that doesn't stop us from being sent back to the grave.
  12. Yeah, Forbidden Power errata in July "Page 70 – Battle Traits, Invigorating Aura Change the rules text to: ‘Gravesites have the following ability: At the start of your hero phase, pick 1 friendly Summonable unit within 9" of this gravesite (see ‘The Unquiet Dead’). You can either heal D3 wounds that have been allocated to models in that unit or, if no wounds are currently allocated to any models in the unit, you can return a number of slain models to the unit that have a combined Wounds characteristics equal to or less than the roll of a D3.’"
  13. Would these 3 be close to a main objective? Or the big ol' unit will be? I'm imagining a triangle where the point is on your side. The rule is "within 9" so a large blob need only have enough models inside each grave's buff zone to trigger (taking into account losing a few models and not shrinking too much to be outside one). That center is close to a major objective, or at an area one you know a lot of fighting will take place. The two away from you will be used for healing more than resurrections. The third one, the point that's close to you, is your resurrection pool. Screen off that triangle point so that it's not easily overrun from a flank. Throw everything else at the enemy and other objectives like a mad person. Meanwhile the 4th grave in the opponent's back yard will make them paranoid not to move too far into the field lest you teleport for the flank. Sound about right?
  14. Mind....🤯 It's things like this that I don't know from never having played a Legions army before. I honestly have no idea what I don't know or am not taking advantage of when it comes to playing LoG.
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