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140 Celestant-Prime

About EnixLHQ

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  • Birthday 06/03/1880

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  1. I have and it worked, but it can be tricky. The Knightbomb is an investment. You will want to build a list around what can support it so that it can be used effectively. In this case that means being able to put the bomb in the Underworlds so you can drop it in your opponent's weak spot without being too exposed until you are ready. A smaller front line of threat units that you could consider "temporary" should be next. Something that you push with at the start of the game that draws attention. With the rest of your points to try to build out the support needed, like heroes and objective holders, to supplement your on-field units and buy time. A list I used (and plan on including above when I can get the time to write the list building section) was the Dolorous Guard and Forgotten Scions for the bomb, The Commended for the objective holders and to steal the ST or Chainghasts for their true purpose, supporting a couple of 10-man Bladegheist units. With the last points I grabbed a Cairn Wraith and the Emerald Host. Deploy how you like. The trick will be to make what you don't put into the Underworlds able to pick up your objectives and hold them, pretty much as bait, until you drop the bomb.
  2. Glaivewraiths are literally our only unit that has an icon bearer/banner carrier/musician mechanic. You could fix Glaivewraiths with just a single change to that Deathbeat Drummer: "...in addition, this unit may be selected to fight once more in the combat phase in which it charged." Boom. Fits their lore, puts their damage on par with Bladegheists, can be FAQed in and not necessarily need a new warscroll card, AND give us a way of still having some WoT-like abilities when our charge rolls suck. I don't think any signatures can appear on mobile. I'veadded every suggestion on my guide so far. Just need some time to work out the list-building section.
  3. A buddy of mine who's been in the game for years and years once told me he thought Soul Wars was a beta box. That it takes a long time to get sprues made, but a lot less time to make books. He figured that back when they designed the box those were going to be the unit sizes with our own elite units, just like Stormcast ended up being, but deadlines be deadlines, so it shipped. If true then then I could see the designers realizing having two of the same army with different skins wouldn't do a well as what we eventually got. Can you imagine a 4-model Casta-Reapers?
  4. Added a section on the Black Coach and a submission by The_Dudemeister.
  5. I have to remember that when I flavor up the text that sometimes I'm referencing an actual effect that's in the game. I'll take out the word aura and replace it with something else. Great ideas about the Balewind. Shamelessly stealing. I hint on list building a bit, but it could stand to have it's own section. I'll definitely work on that. It's not, but when you try to mathhammer everything you eventually find yourself down there rabbit hole. In all my games I've brought Dreadscythes twice, and Banshees only when I know my opponent is going to use magic a lot. Otherwise it's just as many medium units of Bladegheists as possible. In the end they more than make up for their points by being simple and straight forward, and reliable. The problem with crunching numbers is the same as planning out D&D sessions as a DM, or trying to tell your version of that one story that your friend also knows: other people get involved and ****** the whole thing up in unpredictable ways. Sounds like a tough matchup. I bet if you were to play the exact same game again it would go differently for you. Still, sounds like it was a tough game and if you had fun playing it then it was a great one.
  6. Updated my guide with a new magic section Spells in the Wake of the Necroquake, and added a new magic-related tactic to Architectures of Torture. As always, feedback welcome! I'm sure I got something wrong, so please don't be afraid to point it out and help me stay accurate.
  7. Updated with a new magic section Spells in the Wake of the Necroquake, and added a new magic-related tactic to Architectures of Torture. Feedback welcome!
  8. First, let me get some disclaimers out of the way: I play Nighthaunt and Legion of Grief exclusively. I love my ghosts and rather find novel ways of playing them than chasing the meta. I have not competed in any tournaments. I have been in the game for about a year. This blog, and anything else I post, is my opinion and is only backed up by my own experiences. If you want to hear about how a noob has kept his love of the Nighthaunt alive and has won more than they have lost in their local games, then please keep reading. Welcome fellow Shepherds of the Damned I'm not going to stand here, beside you, and gesture to the war-torn battlefields after your conquest as though anything I have told you here today was why you won your battle. How you win with your processions of murderers, necromancers, and healers who drew the ire of Nagash is ultimately up to you. I will, however, tell you what I know and point you in a direction. And, hopefully, that direction is onward, ever forward, to inevitable victory. First, What the Nighthaunt Are and What They Are Not The Nighthaunt are not titans on the battlefield. We are not unkillable elites. We will never push up the middle of the battlefield and lay waste to everything in our path, nor will we ever hold territory against an unmitigated onslaught. What we are is a tactical strike force. Nighthaunt asks of you to know your opponent. They will know their strengths; it's easy enough for any army to be fielded and do what it says on their warscroll cards. It is much harder to win against an opponent who is intent on outplaying them. Sometimes it will be a clear counter; we are faster, we hit harder, or we can resist their damage. But, in most cases, it will come down to playing the objectives and keeping your opponent on the back foot. The key to winning as Nighthaunt is to know your opponent's pressure points and how to apply enough pressure, while not over-exposing your own. General Tactica Play the objectives: There are very few battleplans that require you to take on the big bad across the table directly, and those that do often have a more fair way to gain those points other than total annihilation. We are a superior army when it comes to objective claiming and defending with our quick units, teleportation, and From the Underworlds. Know your tricks and tactics: Use the rules as written to your advantage. For example, most battleplans don't require you to hold an objective, just to claim it and then deny your opponent from claiming it. Depending on battleplan, that could be as simple as zoning in on the objectives on turn one with From the Underworlds and then charging with everything at the enemy just to deny them getting close enough to flip the claim in the turns limit. Further, abilities like From the Underworlds and Spectral Summons exhaust movement, but aren't moves themselves, meaning you can exploit some battleplan objective rules and a few enemy movement lockdown abilities. Take battalions: One or two, given points being played. In our army battalions are synonymous with specializing or equipment load-outs. They allow you to counter an enemy by choosing from a variety of benefits that usually exploit specific enemies. Does your opponent love close combat? Shroudguard is a solid counter. So is Chainguard. Does your opponent have high saves? Dolorous Guard can bring some Mortal Wounds. Battalions also have a few passive benefits to keep in mind as well; each one grants your army another Command Point at the start of the game, another artefact you can equip on a hero and the choice of placing all units within that battalion at the same time otherwise known as a "one-drop." Note that this one-drop feature does not know distance or boundary, so you can certainly split that one-drop across the battlefield and From the Underworlds all at once if you wanted. 😉 Target weaknesses: Most other armies depend on their heroes the same as we do. Units will often have banner carriers, musicians, or icon bearers. Some armies are powerful but slow, and some are fast but relatively weak. Some can lock an opponent in place. And we can exploit all of it. With our flying, we can move over and retreat through the front lines to attack a hero or general or claim an objective. We have artifacts, like Slitter, than can halve a unit under the right conditions or can target specific models. Reikenor can use his Corpse Candles on particular models to remove buffs from a unit. Spectral Summons can be used to not only pull a unit back after taking too much damage but can be used to reposition after units move and change the points of battle, or get a unit out of a lock. The point here is to know what your opponent plans on bringing, knowing what their army is known for, and being ready by bringing tools that can remove what they need working for them to win. Don't forget your own buffs: Our most essential buffs come in two forms: our heroes and our battalions. Though some units, like the Bladegheist Revenants, have built-in buffs or special effects when a specific other model is nearby, the majority of your power will come from choosing the right hero to support a unit, or the right battalion to give a benefit. I will get into more detail in what those buffs are below, but the takeaway here is that by leveraging what a hero or combination of heroes can give you will help set up your threat units. Tools of Terror Let's get into things a bit deeper. Let's talk about what we can do. I won't get into everything, but I'll list what I think are our most useful abilities and tactics that use them. From the Underworlds They Come: Half of the units we bring to a battle can go into the Underworlds and can sit there for up to 3 turns, and brought out anywhere on the board more than 9" from an enemy. I cannot overstate how useful this is. Depending on the kind of list you want to build, you will want to either place your objective takers or threat units into the Underworlds. The very act of putting something in the Underworlds means your opponent will have to mind their own deployments lest they open up a window for you to exploit a vulnerable edge or backline. As a general rule, try to build your list to the opposite of what you plan on placing into the Underworlds. In other words, if you plan on dropping objective takers there, build a more threat-heavy list. Or, if you want to focus on holding objectives, Underworlds your threat units. Wave of Terror: This is arguably our second most crucial ability, and it alone can win you the battle or turn the tide of a losing war. Unfortunately, this sliver of Nagash's power is as fickle as he is, and if you're unlucky enough never to see it in a fight, it could cost you the game. Each time you charge, should you roll a natural 10 or higher, you trigger the ability to pile in and fight as though it was the combat phase. It's not the combat phase, however, which means that your opponent gets no counter-attack. That natural 10 is a bit of RNG, only having a 16.67% chance of occurring per throw and is not in our favor. This is why we like to build our lists with a lot of smaller units, affectionately called "MSUs" or minimum-sized-units (though we will still rarely run minimums, just smaller than maxed). You will want to strike a balance between the number of chances you get to throw those dice on a charge, the amount of heroes you will want to have around to buff those units that charged and potentially spend CP to re-roll a charge, and the models you could lose in a counter before needing to return models or risk losing the unit. Deathless Spirits: As long as a hero is present, that hero and any nearby units get a save-after-save to ignore a wound on a 6. This is important since it is our only method, other than model-return mechanics, to mitigate mortal wounds and damage that gets past our unmodifiable 4+ save. As with Wave of Terror above, this ability both allows you and requires you to make choices about unit sizes. A larger unit can charge in without a hero and get by on a large model count to keep their effectiveness up, but medium-to-small sized units are going to rely on Deathless Spirits to not evaporate too quickly. You might find a tactical advantage of letting a unit or two advance without this protection, but if you are not shoring up the difference elsewhere, you will feel the loss all too soon. Flying: Flying is more than just ignoring terrain. It's also ignoring models. Nothing can get in your way when you're moving, which means that you can spend your moves getting into optimal positions despite your opponent's best efforts to screen you out. You still have to follow the basic rules of movement, can't end a move closer than 3" to an enemy, for example, but now that bubble of protection no longer forces your units to have to skirt around them to get to the other side. Just fly over. Where this ability shines the most is when retreating. Retreating is a normal move with a few caveats attached to it; you give up your shooting and charge, and you have to end outside 3" of all enemies. But that doesn't mean "away," so you can retreat right over the top of an advancing enemy line to set yourself up in their backfield or claim an objective. A couple of our units, Bladegheist Revenants and Glaivewraith Stalkers, can retreat and charge in the same turn, making them powerful users of this ability. Spectral Summons: As long as your general is alive and on the field, for a Command Point, they can pluck any unit, hero or otherwise, from anywhere on the battlefield and drop them wholly within 12" of the general and more than 9" from any enemy. The apparent use of this ability is to pull back a unit that's on the verge of being lost and heal them up from our various sources. But, it can also allow a particularly fast general, like a Dreadblade Harrows, to pop in at any open space and reposition a threat unit or objective holder. The Undying Dead We don't have an overabundance of ways to dig into the grave to grab new recruits in the heat of battle. If there was ever an argument to play Legion of Grief over Nighthaunt, this is it. But, we are not without our tricks when it comes to keeping our units full of death dealers, and when effectively used, this little bit can go a long, long way. Below I will list our sources of healing starting with the most models that can be returned, then abilities that require managing wounds, then those that only heal wounds. Ruler of the Spirit Hosts: Command Trait - D3 models to a unit within 9" of general, at the start of the hero phase. Our number 1 most selected Command Trait and for a good reason; it's free, it can't be interrupted, and it brings back full models regardless of how many wounds a model in that unit might have to heal. This is extremely powerful when used on units with multiple wounds, like Hexwraiths and Spirit Hosts, but don't let that stop you from using this to bring back a few more Chainrasps if you need to. No Rest for the Wicked: Olynder's Command Ability - 1 model to each unit within 12" per Command Point, during the hero phase. Our Lady, if she's our general, can bring back 1 model to all units that happen to be within --not wholly within-- her for a CP. This has a real trade-off: on the one hand, if she's surrounded by friendly units in the thick of battle that 1 CP can bring back a potential ton of ethereal flesh. On the other hand, if Olynder is your general and you are not running the Dolorous Guard to beef up her potential wounds, you run the risk of losing her before she could have her moment in the emerald light. And, it costs CP, which is a premium and arguably better spent on a Spectral Summons or a charge re-roll. Nimbus of Power: Black Coach - D3 models to one unit wholly within 12", at the start of the hero phase. Exactly the same as Ruler of the Spirit Hosts, but with a larger range (mind the "wholly") and from a non-hero (also non-summonable 😠) model that can change up its role from support to attack when needed. The Black Coach is already a beautiful and useful model that should appear in almost every list, but as a support piece, you can keep your units healthy in the early-to-mid game before you charge the Coach into the face of that unsuspecting guy across the field once it hits level 3+. Captured Soul Energy: Spirit Torment - D3 (or 3 if Stormcast) worth of models returned to a unit within 6" if 3 enemy models died anywhere on the field when the combat phase transitions to the battleshock phase. Or, you can opt to heal this many wounds to any 1 target, including heroes. This is one versatile ability and might merit bringing as many Spirit Torments you are comfortable with. The only drawback here is that if you want to bring back Hexwraiths or Spirit Hosts, this is the first of the healing abilities that you would need to roll a 3+ or a 5+, respectively, just to bring back one model. But, the trade-off is that you can target heroes (or other non-summonable units) for that heal, including himself. This is where things change for us. Everything above returned models without requiring you to heal the targeted unit first. For 1-wound units, the below won't be an issue, but if you plan on putting any of these supports near multi-wound units, you're going to have your hand forced. Deathly Invocation: Vampire Lord (ally) - D3 wounds must be healed if possible, otherwise worth of models returned to up to 3 units within 12" at the start of the hero phase. Why would you ever want to spend points bringing in an ally that isn't ethereal, doesn't benefit from or offer Deathless Spirits, and takes a leader slot? Because Deathly Invocation can target 3! separate units to get D3 models back. Sure, if one of those units needs to be healed first, you're doing that, but when you have two more units to target, it's not a hard choice to make. And the Command Ability: Blood Feast to add +1 attacks to a unit for an entire round helps. Spectral Lure: Guardian of Soul's unique spell - D6 wounds must be healed if possible, otherwise worth of models returned to any unit wholly within 24". Probably the very definition of risk-vs-reward for us you have here the potential of returning a full 6 models to a 1-wound unit, or even up to 2 Spirit Hosts, to a unit allllll the way over there, but on a spell that requires a 6 to cast, can be unbound, and only one attempt to cast it no matter how many GoS's you have. This would be downright amazing if it could cast on a 4, especially when comparing it to everything else listed here, but the best you will be able to do about that is spending an artefact slot on Wychlight Lantern to get a +1. As an aside, the other Guardian of Souls artefact, Beacon of Nagashizzar, can add +3 to the models/wounds returned to a unit. Still, if you're going to give the GoS any artefact the Wychlight is statistically more sound (+30% chance to cast a spell vs. +3 models). Beyond this are the rest of our healing abilities. They will not return models, but they still have their purposes. Spectral Tether: Spell Lore - D3 wounds only to heroes only within 12". Lifestealer: Spell Lore - Deal D3 wounds within 12", caster heals that much. Feed on Terror: Heal 1 wound to a hero within 6" of an enemy unit that fails battleshock. An unfortunately rare occurrence nowadays, but worth keeping in mind. Harbingers of Grief They don't have any choice but to heed Our Lady's commands, but that doesn't mean we don't have a few stand out heroes that put in the extra effort in the field. Knight of Shrouds on Ethereal Steed: Needed for the Forgotten Scions battalion, and one of the leader options for the Shroudguard battalion. He can spend a Command Point to grant a unit +1 attacks. This ability can only be used in the combat phase, but it can be yours or theirs, meaning you can pump up a few units for a counter-attack your opponent might not be expecting. In terms of firepower, this is the best buff you can bring. Knight of Shrouds (on foot): Also one of the leader options for Shroudguard. He can spend CPs to give every unit in a bubble around him +1 to hit. This is stackable, so 2 CP is +2 to hit within that bubble. A great hero to pal around with Dreadscythe Harridans or Myrmourn Banshees to get their enhanced damage profiles through. Reikenor the Grimhailer: The last of the options for Shroudguard and one of the best wizards in the game. We don't have great spells, but there are a few you'd want his ability to get either a +1 or +3 to cast on, like his Wraithstorm spell, Lifestealer, or the endless spell Chronomantic Cogs. More importantly, his Corpse Candles target specific models, so you can spot-remove a banner carrier and rob an opponent's unit of their buff. Guardian of Souls: Necessary for the Chainguard battalion and is a wizard that comes with the only model-return spell we've got, Spectral Lure. Give him Spectral Tether, and you've got a dedicated healer. Too bad there's unbinding likely, and unless you give the GoS the Wychlight Lantern artefact there won't be much to ensure the cast. He's got a passive +1 to Wound bubble, though. That's... helpful. Dreadblade Harrows: You get two of these in a box, which is great for the Forgotten Scions, but unless you run that battalion, you'll only need one. He makes a great general thanks to his teleportation ability, so he can stay safe, show up to use a command trait like Ruler of the Spirit Host, cast a spell if he has the Midnight Tome artefact, or use the Command Ability: Spectral Summons to teleport units to him. He breaks the game in terms of mobility and objective capture, especially combined with From the Underworlds They Come. Spirit Torment: This pretty much rounds out any of the "must-have" heroes. Necessary, along with Chainghasts, for The Condemned battalion, passive "re-roll 1's" to any units within range of the bubble, Bladegheists get a re-roll everything buff with him nearby. But his real benefit is Captured Soul Energy, which is one of the few healing or model-return abilities we have that can't be interrupted (the others being Ruler of the Spirit Hosts, the Black Coach, and Olynder). It triggers whenever at least 3 enemy models were killed in a round by the time a battleshock phase starts, and if so, heals either D3 (or 3 if those enemies were Stormcast) wounds or models to a unit within 6" inches of the Spirit Torment. Very versatile, as you get to choose if you want to heal or return models even if they're damaged, or you can opt to heal heroes, and the whole bit works whenever three enemies are killed, so even in your opponent's turn. All the rest of the heroes, including Olynder, are situational at best and filler on the shelf at worst. Kurdoss Valentian is a beat stick, just in case you need hero support while directly targeting the enemy general, and his ability to steal CP is minimal. Lord Executioner is hard to kill, Tomb Banshee can scream at low Bravery targets, and the Cairn Wraith is so cheap he can just be there to make sure your out-of-pocket units can have Command Abilities options and their Deathless Spirits save. Those Who Are Tormented Let's briefly touch on each of the units that have notable roles in our army. Battlelines Chainrasp Hordes: The two primary purposes of these little guys are to hold objectives and to swarm enemy units. On their own, their large unit sizes can mean that they are a lot to chew through and can buy time even with no hero support. In smaller numbers and with hero support, they can easily put out good damage. They have a built-in buff to reroll Wound rolls of a 1 if there are 10 or more in a unit, and that alone is reason never to bring less than 20. Grimghast Reapers: Your unsung heroes of any self-respecting Nighthaunt army. Reapers can perform many roles, and do so with little-to-no hero support. Their primary purpose is to target enemy hordes, getting free re-rolls against 5 or more models. But, thanks to their long-range weapons and easily fighting in two ranks, they are great against even elite units. You will almost always want to max out this unit's size, even if you are going for MSUs everywhere else, as a full Reaper blob will more than makeup for their cost in any battle. Spirit Hosts: These multi-wound ghosts have three primary purposes, balancing their risk and reward options. Their high attacks count and Frightful Touch mean they can reliably damage targets with high save values more so than standard attacks; 2+ enemy saves mean nothing with a lot of 6s. Their large base sizes make them for an excellent hero screen. If you are willing to pile 6 of these guys together, then you also have an objective camper not likely to give up its spot anytime soon. With any of the model-return abilities available to us that don't rely on wounds, you can make a big enough blob of these immortal. Hexwraiths: Until recently, our calvary battleline was nothing to look at. Effectively a quarter of a Spirit Host in every way except speed, you would be forgiven thinking these guys are best left in the stables. They see new purpose within the Dolorous Guard, however, as the battalion abilities grant extra health for a general on a very reliable 2+ roll, and boost their wound and mortal wound potential on a charge. With their two wounds each and packs of 5, they are great for quick objective grabs and holds or hero hunting while waiting for support to arrive. Others Bladegheist Revenants: Your baseline threat unit who can do amazing damage, retreat and charge in the same turn, and who's built-in buffs might just be overkill. This unit doesn't need any buffs to perform well (other than charging), but any hero can only help them do better. It's good to keep in mind that they could have some Chainghasts nearby for the buff without a Spirit Torment even on the board, but if you're going to invest in any elites for the support I'd go with a hero to grant Deathless Spirits. Dreadscythe Harridans: With a little support, these ladies can do more damage than the Bladegeists, but require at least +1 to hit from a Knight of Shrouds (on foot) to match them. This makes them carry an intrinsic cost: 1 CP and a KoS to match Bladegheists, 2CP and a KoS or 1CP and a Knight of Shrouds on Ethereal Steed to outperform them. If you have CPs to spare, then Dreadscythes can pack a surprising punch. Their debuff of -1 to hit for all enemy units within 3" seems great, but when you factor in that it only works on enemies with a natural Bravery of 6 or lower, it won't find much use. Myrmourn Banshees: A threat unit that is the epitome of risk vs. reward. They can unbind or dispel as though they were wizards, with a +1 to the unbind for every four models in a unit. It's short-ranged, though, only working within 18" for the unbind and 6" for the dispel, but if either is successful, the Banshees buff themselves +1 attacks (the dispel does D3 damage to the unit, so without healing you'll lose models). In terms of damage potential, 12 of these ladies can outperform 20 Bladegheists with just that self-buff alone. This scales quickly with any more buffs you can toss their way. Chainghasts: I talk up some Hexwraiths, but wait until now to even mention Chainghasts? You'd think that as our only non-hero ranged unit, you might want as many of these guys as you could, right? Especially considering our only other units with range are Lady Olynder, the Black Coach, and Tomb Banshee? Well, you'd be wrong, unfortunately. You're not going to pack more than 4 of these to a single unit, and unless they become much cheaper, you're not going to try to bring more than what's required for The Condemned battalion. They only have 15" of range and wildly swingy D3 attacks each. Any number of things could make this a great unit (solid 3 attacks each, how about?), but unless you really need another Spirit Torment and don't have a free hero slot for him, you can bring a pair of these to extend his buff through Another Link in the Chain. Glaivewraith Stalkers: You've got, like, 30 of these, right? Sorry about that. They shoved handfuls of these in Storm Strike, Tempest of Souls, and Soul Wars starter sets, so most players will have an abundance of these guys. I won't harp on them and say they're literal trash, they can be converted into Reapers after all, but they aren't great. They do have some redeeming qualities to keep in mind; they are cheap, come in units as small as 4, have 2" range that can add up if you have a lot of them, they can retreat and charge in the same turn, and re-roll failed hits if they've charged. Despite this, they will do a massive 50% less damage than Bladegheists if they charged that turn. Worse, this gap only lessens to 30% if Bladegheists didn't charge. Their battalion, Death Stalkers, doesn't help this situation much, giving back that 30% damage loss to equal charging Bladegheists, but only to one enemy unit for the entire game. You really might want to convert these or wait for them to get a Dolorous Guard of their own. Battery-Powered Curse Hearse Does the Black Coach deserve its own section? You bet your sweet Necromancer and/or Vampire that's bound, gagged, and chained in the back it does! This beautiful, ornate, gloriously gothic centerpiece is what the Nighthaunt are! I mean, look at it! Name a more gorgeous thing. I dare you. I'll wait... Nothing, right? And it's a great unit on top of that. The Black Coach Aesthetics aside, what you have here is an excellent support piece that can transition into several roles as you see fit, giving you some proper dynamic choices through the course of a battle. It's not a hero, so it won't be giving out any Deathless Spirits saves, nor is it "summonable," which is the keyword all our troop units have that allow our healing-mechanics to work. So, its healing is going to have to come from itself or a Spirit Torment (see how versatile they are?). Thankfully, it can do just that. Evocation of Death is the primary ability that powers the rest of its set. Roll 3 dice at the start of each battle round, no matter who's going first, and look at the results. Each 4+ is a level gained for Evocation of Death, and each turn, you have three more chances to add additional levels. Nimbus of Power is the first level and instantly sets itself as another Ruler of the Spirit Hosts as well as a self-healer. This is already amazing, but wait, there's more. Unholy Vigour, second, which allows re-rolls of 1 for all its melee weapons (all of them, horses too), and it can now run and charge in the same turn. Spectral Scythes is the level you will want to wait for before you put this thing into combat. This level empowers the Coach to let you pick a unit within 1" after it charges and roll a die and on a 2+ deal D3 mortal wounds to it. Insubstantial Form, fourth. Now it can retreat and charge, which it absolutely should. Witch-fire is fifth. Just start burning everything within 3" of this thing every hero phase by rolling a dice for each enemy unit in range and on a 4+ deal D3 mortal wounds. This is a lot, and combined with its other abilities like Frightful Touch on the Reaper Scythe and Relic Bearer's Spectral Claws, and Reaped Like Corn (which is only on the Scythe), and the option to bring the Soulreach Grasp, you might be asking just what are you supposed to use this thing for? Behemoth in Battle The Black Coach has three primary uses, any two of which you will choose for its life in the game; Corpse Cart and either Soul Sniper or Reaper on Wheels. Corpse Cart: In the early phases of the game, the Black Coach supplies you with another D3 of uninterrupted model-return. If you intend on layering this with other model-return abilities, you've got a strong support structure to keep behind your front lines while not risking putting your general in harm's way. There's too much firepower building up to keep the Black Coach behind forever, but don't begrudge the effectiveness of using it to zone-out flanking attacks, shepherding units as they push forward, and providing a target to shoot at that's not your other threat units. Soul Sniper: Going this route means you elected to take the Soulreach Grasp instead of the Reaper Scythe, which will give you a ranged option for the shooting phase. It's only 10" and a single attack, but it has -3 rend and D3 damage. Not bad since you get to use this twice (shooting and combat phases) even if engaged, but not likely to mean much without a buffing hero nearby. This can be the better setup if some high-save enemy units are advancing on you thanks to that -3 rend, but unless you can reliably land those Grasp attacks you'll want to keep the Coach at range and keep healing, which unfortunately means losing out on the rest of the Coach abilities. Reaper on Wheels: This route means leaning heavily on the Reaper Scythe and the collection of other abilities to do a ton of damage before the poor thing gets inevitably blown from the field. Almost all of the Coach's powers are melee-centric; the Reaper Scythe being the only weapon choice to benefit from Frightful Touch and Reaped Like Corn, and the rest of the kit wanting to hug enemy units. Knowing the Coach can eventually run and charge, moving anywhere between 15" to 20" if not too damaged, then you simply hold it back until level three, and then bring it into combat. Level three will take two turns, on average, which is plenty of time to see where things are lining up on the field. At that point, target that ranged squad in the back, the melee unit that's punishing your threat unit, or an exposed hero and snap the reigns. If possible, keep it within a friendly hero for Deathless Spirits, or a friendly unit for Nimbus of Power. Which is better? When comparing the Soulreach Grasp vs. the Reaper Scythe you're only talking about a single wound in favor of the Scythe on average, assuming you're attacking twice with the Grasp and the only buffs come from Unholy Vigour and Frightful Touch. The gap increases to 2 wounds if Reaped Like Corn can be used. What this means is that it's a matter of time. The Grasp has a chance to do less damage over time, but at range, while the Scythe will do more damage but only in direct combat. The break seems to be about 3 rounds. Any less and the Grasp wins assuming you got at least 1 wound at range. More than 3 and the Scythe wins. Processions, the Jailed Forced to March We have a total of 9 battalions and 2 super-battalions. That's...a lot. But, as I have been stating throughout this guide, our battalions are less army-wide buffs as they are configurations that allow you to build up specific tactical advantages for several units of our army. I won't get into all the battalions here, but I will highlight a few of my favorites. Also, remember that any battalion you take is also another Command Point at the start of the game, as well as an artefact you can equip on a hero. The Dolorous Guard: One of the three new battalions the December White Dwarf magazine gave us, this battalion delivers two utilities for the price of one. The first thing it does is allow your general, whoever it may be, to enjoy a pseudo-wound pool of +20 at the minimum. It does this by allowing you to redirect wounds your general takes to any of the Hexwraith units this battalion requires. The requirements are simple; at least 2 units of Hexwraiths, at least one of them 3" or closer to the general when it takes any damage, and a 2+ roll right after a failed save. Suddenly Lady Olynder can be a centerpiece threat unit again, carrying within her retinue 27 wounds at a minimum that she could heal up with a Command Point. Other generals would make great use of this, as well, like the Knight of Shrouds on Ethereal Steed, but I'll get into that at the end of this guide. The second thing this battalion does is give those Hexwraith units a buff on the charge, granting +1 attacks to both the scythes and the horses. At first, this might seem lackluster, but statistically, this makes a pack of 5 Hexwraiths just over half the effectiveness of Spirit Hosts with their Frightful Touch, but with much more movement. Combined with the right general, that effectiveness skyrockets past Spirit Hosts and can make for a terrifying offensive line. This mega-wound general and all the mortal wounds you could want make this battalion great against heroes and high save elite units. The Forgotten Scions: The other regular battalion from the December White Dwarf requires you invest in a Knight of Shrouds on Ethereal Steed (which you should be taking anyway) and two Dreadblade Harrows. At first blush, this might feel like a hefty tax having to take an extra DH that you wouldn't dare put into combat, but I challenge you to look into the utility of this battalion instead of its threat. First off, this battalion grants that KoSoES a passive +1 attacks to his sword, and it also allows free use of his Command Ability once per round. This increases his damage output significantly, and potentially his healing as well thanks to Sword of Stolen Hours, and also the damage of the units around him. But, this entire battalion can be one of the most versatile utility battalions we've got. Slap a couple of key artefacts on those Dreadblades, and you have spot support magic (Midnight Tome and Shademist), movement buffs (Pendant of the Fel Winds), or an artefact carrier that you can keep out the danger of battle (Aetherquartz Brooch much?). The Emerald Host: The only super-battalion I'll get into detail here, this is the third of the offerings from White Dwarf. I only want to point this out because it's cheap, and requires no more than the taking of both battalions above to unlock it. What it does is give an enemy hero of your choice a permanent -1 save from all attacks that target that hero. This can be devastating on the right target, bringing some enemy's +2 save up to a +3 and netting a whole 50% more potential damage on it. Also note that this debuff comes from all sources that are "attacks," not just from your army. In most cases, that might not make much of a difference, but in a team or multiplayer game, you just brought a powerful debuff everyone benefits from. And, though I'm not aware of any abilities acting this way if your enemy can damage themselves for a buff and that counts as an attack, well that's debuffed as well. This, a CP, artefact, and one-drop option on the other two battalions above? Not bad. Not bad at all. Shroudguard: For such a simple battalion, the net benefit of it cannot be understated. Two units of Bladegheists, our baseline threat units, get a Frenzied Fervor save of 5+ instead of a Deathless Spirits 6+. Just how much more saving is that? Why it's 33%. In a game of dice and random numbers, giving two of some of your best units a 33% increase in the chances of just totally ignoring incoming damage is nothing to scoff at. It's no wonder you see this battalion everywhere. It does have some drawbacks to note, however. It's still a Deathless save, so you still need a hero nearby to grant it, and you need the hero you chose to include in this battalion to see the Frenzied save. A hero that, by the way, doesn't benefit from that tasty save he's handing out. Despite that, this battalion is excellent for some good ole' fashioned warmongering and tieing up some enemy threat units. Deathriders: I'll mention this one only briefly because it sees some competitive play, though I expect that to change a bit with the Emerald Host. With this battalion, your Black Coach, two units of Hexwraiths, and a Dreadblade Harrow or two all now get to nail Wave of Terror on a natural 9 instead of a 10 on a charge roll. This buffs the chances of WoT triggering up to 27.78%. Oh, and they all get a +1 to charge rolls. I mean, when you absolutely, have to, gotta, need to slam that Black Coach into someone's kneecaps from across the board, this battalion can't be beaten, but I'll argue you'll have a better offensive chance and output with an MSU army and spending those Dreadblade points in Forgotten Scions. The Condemned: Now, have you ever looked at your two packs of 20 to 40 Chainrasps and thought to yourself, "I think these need to kill more?" Ever wondered what would happen if you could shove all of them into a wide enemy front line and then grab all your dice, and all your opponent's dice, just so you could roll all the attacks? Then this is the battalion for you! The buff this battalion gives is simple; Chainrasps can now reroll all failed hits if wholly within 15" of a Spirit Torment or Chainghasts. That, combined with the Chainrasps built-in buff to reroll Wound rolls of 1, and you got yourself one of the best damage dealing battlelines out there. Use this battalion to target armies that bring very big bad units, but not a lot of individual units. You can potentially tar up a couple of enemy units with one large blob of these guys, and since you're required to take two, you might tie up an entire army advancing line. This battalion loses its effectiveness if your opponent brings a lot of units to the table, though, and even more so if they are fast. If that's the case, you're better off with a maxed Reaper unit. Chainguard: Personally, I have found the utility of this battalion to dwindle as of late, but I'll mention it here because it still serves a purpose. Like The Condemned, it requires two units of Chainrasps with anywhere from 20 to 40 models in them. And, you're taking a Guardian of Souls (and, if you're listening to me, giving him the Wychlight Lantern). Now, any time the GoS's Spectral Lure spell goes off on one of the Chainrasp units, an additional D6 models return. This sounds great for plopping down on an objective, or as a thicket of brambles to choke an enemy into a bottleneck, but it suffers from the same issues the GoS himself does. Namely, this entire battalion requires you to not only be able to get a casting value 6 spell off (I wonder what could help that?) but that it's also not unbound. I suppose if that all works out, you have 2D6 Chainrasps coming back, but only to one of the units. Even if you brought multiple GoS's that spell can only be attempted once a turn. My point here is that you don't want to play a game of attrition as Nighthaunt, we're not equipped for that. As shock troops, you need to get in there, steal your objectives, and deal damage to key targets. This battalion does none of that. The rest of the battalions are situational at best. The Execution Horde helps the already hard-to-kill Lord Executioner be even more hard to kill, which is great if you need to hold the line but falls short unless you're pairing it with any of the whole-model-return abilities (not worth-of-models) and effectively taking them away from where they might be more useful. Death Stalkers grant an enemy unit a debuff of +1 to hit and wound against them, but only from the Cairn Wraith, Reapers, and Stalkers in this battalion. And Shrieker Host forces enemy battleshock rolls of 1 to be re-rolled and prevents Inspiring Presence. If the majority of our enemies didn't already have either a great Bravery characteristic or battleshock immunity abilities, this might be more competitive, but as it is, I don't think it's worth taking when we have so many better choices above. Lastly, the grand super-battalion Nighthaunt Procession reeks of the old age of this battletome, but it didn't age as well as the rest of it. All it does is turn Deathless Spirits into Bound Beneath Indomitable Will, which sounds cool as hell, but only drops "wholly" from the save range. I suppose that's powerful enough on its own, if very outdated when compared to recent armies, but by the time you could field a Nighthaunt Procession, you're likely going to have the hero cover you'd need for Deathless anyway. As a reminder, you are tailoring your battalion choices to your opponent's weaknesses. My quick impressions on them here are only surface level. Know your battalions backward and forwards, and you will find yourself selecting the perfect counter. I might have put down a few battalions here as worthless, but they really aren't if they exploit an enemy. I've seen a Shrieker Host dominate, once. Just once. But you get the idea. Spells in the Wake of the Necroquake When it comes to spellcasting, Nighthaunt could stand to have a few more options. While we have a few stand-out Spell Lores we can choose from, our Endless Spells belong on the shelf and far to the back. I'll go over our wizards, their casting options, our spells, and some generic Endless Spells that you might want to consider. Wizards Reikenor the Grimhailer: If you're going to invest in a spellcaster, Reikenor might be at the top of your list. He's no slouch with his Fellreaper if you need to swing it at an enemy unit with 5 or more models in it, but it will be his Corpse Candles that will seal his seat on the court. Corpse Candles allows him to deal 1 mortal wound to either any specific model within 12" of Reikenor or to himself, and if that wound ends up allocated either gain a temporary casting bonus of +1 or +3, respectively. The immediate caveat of this ability is that the damage must take, so if your opponent can shrug the damage or Reikenor himself makes the Deathless Spirits save that he has to attempt, then there's no bonus. But, the hidden power of this ability is in the selection of enemy models; you can select a unit's icon bearer or musician and snuff them right out of the pack, taking their buffs with them. Reikenor also brings his own unique spell Wraithstorm, which on a 7 will do D3 mortal wounds to a unit within 12", and if it kills a model will trigger another D3 mortal wound one more time. Lady Olynder: Of course, Our Lady is on the list. She's a level 2 wizard, which means that she can cast and unbind twice. Olynder also comes with her own unique spell Grief-stricken, which on a 7 will make an enemy unit within 18" have to subtract 1 from all their hit rolls, while also granting +1 to all melee weapons that target them. Unfortunately, Olynder does not have access to access to any casting bonuses, so even her own spell is a hard cast with a high chance of failure. Still, her other abilities can more than make up for this slap in Our Lady's face, provided you can keep her safe enough to use them. Guardian of Souls: The last of our allegiant wizards, this is also our only unnamed one and means that you can assign an artefact to him that neither Reikenor or Olynder can have. The GoS has access to a set of artefacts that are unique to him: Lightshard of the Harvest Moon, Wychlight Lantern, and Beacon of Nagashizzar. If you have been following my hints elsewhere in this guide, then you know that I think that Wychlight is the only real option, and maybe now you see why. Casting bonuses come very rarely to us, and an extra digit on the die roll can make all the difference. Vampire Lord (ally): It's worth mentioning the Vampire Lord. Since he sees a lot of play as a Nighthaunt ally, it's fair to point out he's a wizard, too. Though he does not have access to any of our Spell Lores, he could attempt a generic Endless Spell if he wanted, but more importantly, Mystic Shield will always be in his spellbook. Spell Lores Soul Cage: A tactical spell if there ever was one with two effects baked in, Soul Cage can be a nasty bit of magic in the right spot. For a casting value of 6, a unit within 12" loses its ability to retreat and must now wait until the end of the combat phase before it can fight. Going "at the end" means it's likely that the unit you're targeting won't be able to fight back until after the two or more units you just shoved in its face have had a swing. But this spell can also buy time, which sometimes is all you need. You could breach an enemy's 3" bubble in some way, like via model-return, and then lock that unit down with this spell. Spirit Drain: What Spirit Drain is, is easy to cast. On a 4, within 18", roll a die for every Wound characteristic your target has, and for each 6 give out a mortal wound. Considering that's only a 16.67% chance, per die, to do damage, you won't see this spell taken very often. Still, feel it out if anyone tends to bring a double-digit Wounds hero to the table. Lifestealer: With a casting value of 7, you'll probably find it's the best on Reikenor. It's just a D3 of mortals within 12", but when it returns that much to the caster. Snuffing those candles on himself doesn't seem so bad of an idea anymore. Nailing the cast and preventing the unbind with his bonuses make this almost his sure-pick spell. Reaping Scythe: Now, this is an underestimated spell. Casting value of 4, so really reliable, and it gives any single weapon the caster's holding re-roll both hits and wounds until the next hero phase. Mitigated by the fact that it only targets the wizard who cast it, the only native wizard who'd benefit from it is Lady Olynder, and oh does she ever. Re-rerolling fails on her Staff of Midnight, when combined with the rest of her damaging abilities, makes her into a curb-stomping Queen. With the Midnight Tome, there are a few other heroes who might like this spell, too; Knight of Shrouds (either one), Spirit Torment, or even Dreadblade Harrow. Shademist: Since, as an army, we will want to focus on staying alive, and in the fight, Shademist is likely the superior spell for any wizard who's not Reikenor or Lady Olynder. Maybe even if they are. Casting on a 6, a Nighthaunt unit wholly within 12" gains a buff of -1 to wound rolls for all attacks that target that unit. Not a lot of abilities buff wound rolls out there, so this tends to be a harder counter to taking damage than -hit effects. And, having it doesn't preclude Mystic Shield or All-Out Defense from also being used for extra protection. To give you an idea of how powerful this is, a reduction of 1-to-wound is about 25% less damage on average coming in. Spectral Tether: If it weren't the only spell that we have that can heal heroes, I'd say this was a hard pass. Casting value of 6, 12" range, and D3 wounds, it's not a lot of healing when compared to the myriad other ways we can put wounds back into a unit. But, since this can only work on heroes, and our heroes lack sources of healing, this becomes a spell to factor. I would bring a Spirit Torment, instead, unless this spell were going to a Guardian of Souls. Captured Soul Energy can't be interrupted, after all. Endless Spells First, a word of advice: If an Endless Spell has a casting value of 6 or less, it's fair game, though you may want a Guardian of Souls with a Wychlight attempting it. However, if you're looking at a 7 or higher, save that for Reikenor. There are a few reasons for this; you want an initial casting roll that's good enough to cast the spell, you want an unbind that's more likely to be higher than your opponent can roll, and if they are spending casting slot on dispelling it that's one less spell they can cast that phase. Chronomantic Cogs: Well, of course! Why? It's so much utility in an itty-bitty, casting value 7, package. In fast mode, everyone gets +2" to movement and +2 to charge rolls. Yes, your opponent, too. But, this allows our already fast units to get down the battlefield that much faster. On average, our units will move 10", and is arguably more bang for the spell than your opponent will get seeing as how you'd use it on your turn first. The charge roll bonus also allows any of those units you just dropped in From the Underworlds now make contact on a 7. In slow mode, this allows your wizard to cast an additional spell and re-roll saves. Don't repeat a common mistake, though; wait until you're ready to move up the field, drop from Underworlds, or have a lot of charging you need to make before setting up the Cogs. The longer it's out, and speeding up time, the longer your opponent can use it, too. Prismatic Palisade: Wait, hear me out. Cheap, 5 on the casting roll, and it's a big ole bright wall you can put between you and their ranged units. It's complete cover if a 1mm line from the center of any of their bases passes through the Palisade on the way to the center of yours. Sure, they'll move around it on their way to get to you, but more importantly, they'll have to. And maybe get blinded in the process. There's a lot of ranged units out there, at least make them work for their shots. Aethervoid Pendulum: Yeah, I'm upset Shyish Reaper is as bad as it is. Know what isn't? This. Sure, it costs more, but it's slightly easier to cast on a 6, does more wounds, and is much less likely to get in your way. It just moves the direction you set it unless it doesn't. Emerald Lifeswarm: Want another source of model-return? For a casting value of 6, you can set this down in the thick of your army and watch it return D3 models to one unit within 1" of it. It's predatory, so unless you want to see it start fluttering toward your opponent, you'll probably want to go second once you get it out, but that's not such a bad thing if you're combining a lot of other model-return abilities along with it. Better, you can also park it in your backfield and use Spectral Summons to pull units back to heal up. Either way, this allows us to be a bit more resilient if you think it's worth the cost. Geminids of Uhl-Gysh: This one might be a sleeper hit. Little tricky to set it up with it's 18" range and requirement to be tethered to each bit no further than 6", but if you can manage it, each one will do D3 wounds to whatever they pass through. But, even better, one of the Geminids will debuff the unit -1 attacks, and the other -1 to hit, and can provide a considerable survivability buff to friendlies in the area. It's a casting value of 7, so it may be best to attempt it with Reikenor, just behind a screen of soon-to-be charging ghosties. Balewind Vortex: Imagine how funny it is to see Reikenor sitting on top of one of these. You and your opponent will be laughing. He'll stop laughing, though, when your Wraithstorm now has an 18" range. Or maybe you cast Balewind and then with the extra spell cast it gives you, cast Geminids at 24," and that wipes the smile off their face. Soul Cage, Lifestealer, or Shademist all at 20"? With a casting value of 6, you can let anyone try to cast it, but as always, Reikenor is your best bet. This Endless Spell grants the wizard atop of it an additional spell attempt and +6" range to whatever they cast, and +1 to Saves. You're not taking this why? Oh, because it's an instant kill for your wizard if you don't adequately protect him and we're ethereal so that Save bonus means nothing. Relics Primed for Corruption I have a few artefacts that have become favorites, each with a utility that I think benefits a Nighthaunt army in some novel and meaningful ways. As an army, you can choose whatever your home realm is and gain access to that realm's artefacts in addition to any that come with Nighthaunt. You also gain access to any artefacts that exist in the realm you fight in, should you and your opponent decide to fight in one. This can potentially give you two realms of artefacts to choose from and can compliment Nighthaunt artefacts nicely. Nighthaunt Only Shadow's Edge: Frightful Touch on a 6, but D3 mortal wounds instead. On any hero you can pump up the number of swings on; this can toss some excellent saveless damage. Slitter: After picking this weapon's carrier to fight, but before they pile in, select an enemy model within 1" and roll a dice. If higher than the model's Wound characteristic, that model dies. Use this after the enemy unit has attacked so that they can no longer move for the rest of that phase. If the model killed breaks up the unit more than 1", it is out of cohesion, and additional models have to be removed until it is back in cohesion. Play this smartly and slice units in half. Be aware that abilities or effects that modify the characteristic count toward the total, but damage does not. Headsman's Judgement: +1 to hit and wound rolls for one of the bearer's weapons. Simple yet effective. Midnight Tome: Turns the bearer into a Wizard granting one spell/unbind, and a spell from Nighthaunt Spell Lore. The unbind alone can be worth it, but a well-placed Shademist is even better. Pendant of the Fel Wind: The bearer of this artefact grants +3" of normal movement to all Nighthaunt units wholly within 12" at the start of their move. This means you can move the units that are near the bearer first and give them the extra movement, and then the move the bearer closer to another set of units, and they can then be moved with the extra movement as well. We're already fast, but with this, we're dogs after a bone. Excellent when combined with Flying and getting over those screens. Realm Artefacts Aetherquartz Brooch - Hysh: Whenever you spend a Command Point roll a dice. On a 5+, you get another new Command Point. In an army that starves for CPs, this is an auto-pick for me. Gryph-feather Charm - Ghur: -1 to be hit, +1 movement. Taken more for the reduced hit chance than the movement, it can help a needed hero or general stay alive. Gildenbane - Chamon: All other artefacts within 3" are depowered. Shut down an enemy artefact? I can think of a hero or two that could make use of this. Miasmatic Blade - Shyish: -1 to be hit. Same as the Gryph-feather Charm but without the movement. Same reason to take it if you find yourself on Shyish. Sword of Judgement - Ulgu: A modified hit roll of 6 grants D6 mortal wounds, but only against heroes or monsters. Pair with a Knight of Shrouds on foot, and for every CP spent, this range increases by 1. 3 CP would mean a 3+ on a roll is D6 mortal wounds. If you've got the CP to spare and need that monster dead, why not? Architectures of Torture Next, let me touch on a few things I'd want you to keep in mind as you tackle the challenges of enemy armies and tactics. These are a few guiding principles that have seen me to victory more often than not, and I hope they do the same for you. Always do this: Use From the Underworlds for at least one unit: You never know when an opportunity might show up, and just having something in reserve can save a bad game or keep an opponent too worried to commit fully. Build your list with a focused goal: We are often not considered competitive or tournament-level because we suffer from the "one list does not fit all" problem other armies with above 50% win-rates don't have. Don't try to do too much with a single list. Instead, focus on a clear goal, like objective claiming/holding, and hone your list to support that goal. Moreover, having a clear plan means that when things go wrong, you still have sight of your goal and can more easily get back on track. Mystic Shield: Cast this whenever you aren't casting Shademist or another spell. Mystic Shield is very powerful for us, and it helps it's easy to cast. All-Out Defense: An excellent substitute for casting Mystic Shield if you can spare the Command Points. Consider Some Tricks: All-Out Attack: If you have the Command Points, re-rolling 1s to hit can be a snap damage boost. This is best when used when you're going to throw 15+ attacks (that's about where the +50% damage threshold is), or any units that'd like to see more 6's. Underworlds Chainrasps: A standard strategy is to put one or two units of Chainrasps into the Underworlds to drop on an objective right away. Careful with this, because if your units are too small or not supported with a hero, you might have thrown away your units for not much gain. Harrow Hopping: Another classic strategy is to use the Dreadblade Harrows to teleport to a position and, if he's your general, spend a Command Point to Spectral Summons a unit onto it. Great for holding objectives. With the Forgotten Scions battalion, you can update this strategy to use both DHs to claim a couple of objectives until danger gets too close, and then drop some Chainrasps or other units out of Underworlds. DHs are also great if carrying support artefacts like the Pendant of the Fel Wind and Midnight Tome, to hop in for some support wherever it may be needed. Cheap Hero Hunting: Two 5-man Bladegheist squads with either a Spirit Torment or a Chainghasts unit can be a cheap set to drop from Underworlds. If you can set this up twice, you can snipe an enemy backline. Vicious Spell Eaters: A pack of Myrmourn Banshees can dispel an Endless Spell at the start of the hero phase (Designers’ Commentary, July 2019) as if they were wizards, but will suffer D3 mortal wounds for doing so. Pair them with a model-return mechanic that also operates at the start of the hero phase, and you can get those models back with the buff, thanks to the phase not changing and the shenanigans that come with choosing the order of events. This means you could dispel an Endless Spell, even your own from the previous turn if you had to, and reverse the damage via Ruler of the Spirit Hosts, Nimbus of Power, and Deathly Invocation. You can even use this to your advantage "moving" your screamy sisters closer to an enemy unit or up the board by returning the models in any configuration that supports both the ability used and unit cohesion. Unfortunately, since No Rest for the Wicked takes place during the hero phase, and not the start of it, models returned with that ability won't benefit from the buff. (See: Activation Wars) Olynderbomb: (600+ points at the time of this writing) Expensive and requires Lady Olynder to be your general, but combining her with the Dolorous Guard is an efficient way to put a threat on the field. You can either set this down on an objective and challenge your opponent to remove you, or you can drop her from the Underworlds to wreak havoc on dangerous targets. Knightbomb: (520 to 840+ points at the time of this writing) Starts out less expensive than an Olynderbomb, but can balloon if you want to invest in it, and leaves your general with a better Command Trait. Take a Knight of Shrouds on Ethereal Steed as your general, give him Shadow's Edge for mortal wounds or Headsman's Judgement for normal wounds, and Dolorous Guard for health and mortal wounds. This will save you a few points but net a similar, close-range experience to an Olynderbomb. If you take Forgotten Scions to give the Knight an extra attack and to spend his free ability on himself, as well as spend a CP on either Hexwraith unit, you have a mortal wound nuclear bomb that funds itself. Reikenor the Unending: Grab Reikenor, Balewind Vortex, Chronomantic Cogs, and Lifestealer. Snuff a candle on Reikenor use the bonus to get up on the Vortex. Snuff another on himself and cast Lifestealer at 20". On the next turn, snuff another candle on Reikenor and put down the Cogs. Turn them slow. Snuff another candle on himself and cast Wraithstorm at 18". Follow up with another snuffed-on-himself Lifestealer at 20". At worst, Reikenor will have 3 wounds on him, but more likely less. Now from turn 3 on, you'll have 3 spells to cast, one of which should be Wraithstorm, the other Mystic Shield at 24" on something, and the third Lifestealer. Measure things out carefully to stay out of danger, and balance the Corpse Candles not to kill him. And then, when ready, turn the Cogs fast and land your charges. Artefact Shutdown: For a nice distraction, a Lord Executioner with his own 5+ Disembodied Skulls, in addition to the 6+ Deathless Spirits, can be hard to remove. Give him Gildenbane from Chamon and shut down an enemy artefact for as many rounds as it takes to kill him. Vortex Bounce: There is an initial extra boost to spell range when you cast Balewind Vortex. You cast it 1" away from you and add the huge base of that thing because it is now treated as your casting model. That's an additional 5" you can sneak out of it on top of the innate 6". Also, when it gets dispelled, you set up a whooping 6" away from it. Because it's a set-up and not a move, you do not count as having retreated. A great way to get your caster out of a fight they can't win and still be able to charge to where they can. Bonus points if you let your Myrmourn Banshees do the dispelling. (credit to The_Dudemeister for this one) Writs of the Mortarch Lastly, a few list-building tips and strategies with examples that I hope will help you firmly set your position as a Mortarch of your own sect of Nighthaunt. Coming soon...
  9. I went to the tool and visualized everything between the units in question. The graphs assume the following: 20 models to each unit Except Banshees who have 12 All models can hit Look at that throughline at 30. My takeaway: If you are NOT bringing max units for anything except the Banshees, and relying on the buffs on the warscroll card alone, Banshees are better for the points. No buffs at all? Bladeghests. Can bring some buffs (KoSoES, VL, KoS)? Dreadscythes for +hit, Banshees for +attacks.
  10. 12 to a group, max. I kind of get into this in my guide: If you're using Bladegheists as your baseline the Dreadscythes will do more if you give them any buff you can, but Banshees will blow them out of the water with their own built-in buff. It's the risk-vs-reward of using the unit. If you pal a KoSoES with Banshees and are able to get +2 to attacks, whooooooooo boy. And a Vampire Lord? I'd like to see those numbers. But you're putting so much threat in a small space that it's very likely to get hard-targeted until very much dead. Chainrasps, if in the The Condemned battalion, starts to rival these numbers if you're able to get a fair number of them swinging.
  11. You're right. The self-healing of Nimbus is hero-phase-proper, while the model-return part of it is at the start. I'll update this guide with that.
  12. You're right. A "characteristic" is what's labeled on the warscroll, but can be modified. Damage isn't a modifier, it's an allotment of wounds. I'll change that later. Also, dispelling is FAQed to be a "start of the hero phase" action, so I'll update a tactic concerning that, as well. Thanks!
  13. How funny. Ethereal was supposed to be Fel Wind. I referenced it enough in the article, but when I copy/pasted I didn't catch that. I'll fix that soon. I'll definitely add some Endless Spells soon.
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