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EnixLHQ

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Everything posted by EnixLHQ

  1. 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?
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. Hey guys. I'm not an expert or anything, but I do pretty well with our ghosty bois and I figured I'd put together a beginner's guide. It's the sort of thing I wish I had when I started playing. I know there are a lot of resources out there, but none really hit it home for me as much as my own experience and talking to experts directly did. Hopefully I captured a bit of that in this guide. Please let me know what you think. If you think I should add anything, let me know that, too.
  11. I let my opponent choose, but it's really up to you. I just separate out the 6s into a seperate pile from the rest of the successful wounds and point at them saying "X at rend 1" and "Y at rend 1, 2 damage each."
  12. Allegiance: NighthauntMortal Realm: HyshLeadersDreadblade Harrow (90)- Artefact: Aetherquartz BroochDreadblade Harrow (90)- Artefact: Midnight Tome - ShademistKnight of Shrouds on Ethereal Steed (120)- General- Trait: Ruler of the Spirit Hosts- Artefact: Shadow's EdgeSpirit Torment (120)- Artefact: Pendant of the Fell WindCairn Wraith (60)- Artefact: SlitterBattleline20 x Chainrasp Horde (160)20 x Chainrasp Horde (160)5 x Hexwraiths (140)5 x Hexwraiths (140)Units10 x Bladegheist Revenants (180)10 x Bladegheist Revenants (180)2 x Chainghasts (70)BattalionsThe Dolorous Guard (120)The Forgotten Scions (140)The Emerald Host (80)The Condemned (150)Total: 2000 / 2000Extra Command Points: 4Allies: 0 / 400Wounds: 109 So, here's how I run this: The entirety of the Emerald Host can be 1-dropped, so that's everything but both units of Bladegheists and Cairn Wraith for a total of 4. For my first drop I put one unit of Bladegheists on the table. For my second, the other unit. For my third, the Cairn Wraith who's always going to be with them. And for my fourth I put out the Spirit Torment with the Cairn Wraith, both Dreadblade Harrows anywhere out of danger for 6 units on the table. At the same time the KoSoES, both units of Hexwraiths, the Chainghasts, and both units of Chainrasps go into the Underworlds for 6 units there. Then, before the game starts proper, find either the biggest enemy threat or the most important enemy hero and target it for Emerald Curse and the -1 save. After that the strategy is pretty simple. You have a ton in Underworlds, and two teleporters on the field. If you have a clear opening to an objective, grab it, either with a DH or dropping a Chainrasp Horde on it. If you need to wrestle one away, send the Bladegheists toward it with the two heroes in tow. If you engage with the Bladegheists, try to have the Cairn Wraith in the middle and don't select him to fight until after the enemy has exhausted the unit he's within 1" to so you might be able to break the enemy's coherency with them having no moves to consolidate. With the ST there, if they're going to target a hero they'll likely choose him over the Wraith, so keep him just close enough to provide his buff and return models. If you can, hold objectives with the DHs and swap the Chainrasps in to hold if danger comes their way. Otherwise, use the Chainrasps as reinforcement on any battle your Bladegheists are engaged in, charging in from behind or at an angle to swarm them. Both the 'gheists and 'rasps will benefit from either the ST or Chainghasts nearby, but they don't need both, so if you end up splitting up be sure to send support with them: either any hero with the Chainghasts, or the ST by himself. Your choice. Lastly, the coup de grace that makes the above work: Clearly in a straight one-on-one you might be lacking in the firepower department, but you can bring the fear. As soon as the opportunity appears drop the Knight of Shrouds on Ethereal Steed and both units of Hexwraiths as close as you can to a tasty target. If your opponent was holding things back, assess if they did it because those units were important or if it was just to keep you from dropping in behind them. You will laugh at their fencing, so choose the actual high-value targets and drop in near there. Remember you can fly. If you need to charge in the turn you dropped them, go ahead, but I wouldn't commit unless either both Hexwraith units, or one of them and the Knight, make the charge. Otherwise, wait for the next turn to get your movement. The KoSoES get's his free CA once per turn, so if you find yourself getting charged while waiting for your next move phase, pop it and punish them with the counter. You will be able to spend 2 CP to empower your Hexwraith units, as well. With the Aetherquartz hopefully you get 1 back, but if not that's okay. On your next move, either finish the job if you were engaged, or get into position and charge if not Bonus if the Hexwraiths can fly over the enemy unit, but it's not necessary. Again, unload CPs and nuke. Try to keep 2 CP in reserve, though, so you can always pump up the attacks. This will demand to be dealt with by your opponent. Either they disengage from your other units to deal with it, or they lean hard with their targeted units and try to tie you up. Both are good. It's an objective game, so wait out the clock.
  13. So far only the Dolorous Guard made it into a tournament list. It was at LVO and not a lot of details about it. At my non-tournament play I've run various versions of the Emerald Host battalions and seen major success with them compared to without. They have their uses, and as long as you don't overplay I really do think they make us a right competitive army. Obviously the Dolorous Guard is the breakout star, being able to make any general a tank and buffing Hexwraiths to finally deal their points worth of mortal wounds. Olynder is a great general for that role, since she can deal the most wounds in close combat and is self-supporting with her abilities, Reaping Scythe or Lifestealer spells, and command ability. She's a scary target, and becomes one that has to be answered. Forgotten Scions doesn't get as much love, and it's not hard to see why. Those DHs are 90 to 180 points you don't necessarily want to spend unless one is your general. But, I think people are missing the utility this battalion brings. The sheer power of the KoSoES's buffs aside, it's also a single drop with two units that can teleport onto objectives. When playing this battalion one of the Dreadblades is always carrying a Midnight Tome and a support spell, and the other is always with the Pendant of the Fel Wind. Spot support in our two most important ways. But there's more. My most devastating wins come from making the KoSoES the general and running the entirety of Emerald Host. The Knight taking Shadow's Edge, spending the free CA on himself, and a CP each on either Hexwraith to each side, is phenomenal MW potential. And since they're all faster than Olynder, nuking a back line is no issue, you are more likely to use Spectral Hunters, and you're more likely to heal from Stolen Hours and Feed on Terror. Bring the Midnight Tome carrier with Spectral Tether just in case, if you want. And lastly, the Emerald Host's 80 point super-battalion ability is not limited to the Host, or even your army. Pick an enemy hero at the start of the game and they get a permanent -1 save from *all* attacks. It's expensive. The entire base setup is 920 points. But that gets you: -3 extra CP -3 extra artefacts -Hexwraiths 2x5 buffed with +1 attacks on a charge (horses included) -KoSoES buffed with +1 sword attacks and ~26 wounds -Free +1 attacks to a unit per turn -RotSH always bringing back multi-wound models -2 DHs that can carry support items and teleport to objectives -Permanent -1 save to an enemy hero from all sources that are "attacks" -Spectral Summons if needed -All at one drop /soapbox I just really want to see more Emerald Host being played at tournament level...
  14. If you're going attrition, VL for sure. Spread some Deathly Invocations around. Just don't leave him alone. Though, to be honest, this list doesn't scream attrition to me. Olynder doesn't get her CA unless she's general, and RotSH is generally the better bet. If you're bringing her for cast potential, she's got really great spells but no bonus to cast them. Reikenor's your better option unless you need the extra unbind and can't bring Myrmourn Banshees. That leaves you 40 points for a couple of endless spells. Gravetide would be pretty good for some mobile cover and second-turn protection. You could grab a second spell or leave it at 1980 and see if your opponent brings more, and if so grab yourself a Triumph.
  15. As an addendum to my results post: Pretty stoked about our 18th slot, though I would never have expected it from that list. Mathew Tyrrell, the player behind that list, did mention that Kurdoss only netted 1 CP across all 6 games and ended up being an expensive beat stick, but that also means he wasn't afraid to put him into battle and use his distracting presence to his favor. He also said he didn't really match up against those Tzeentch lists. I wonder how it would have done if he had. In a bit of an upset, LoG doesn't appear in the top 50. Now, there were a few slots in the list I couldn't see an army for, but I can't find anything online that says any different. But, we're going to have to wait until a few LoG players start talking about their experience to see how it went for them. We have one of those players in our forums, so hopefully blog posts start showing up soon. However the results, one tournament does not a trend make, so we'll have to see as more are played.
  16. Oooooorrrrr..., just here me out here, ooooorrrrrr they update Nighthaunt where From the Underworlds allows us to do the same, or perhaps a bit less but with unit return!
  17. Well, you're very much confirmed in your frustration. The CanCon thread is filled with pages of rage against them.
  18. CanCon and LVO 2020 results are in: Nighthaunt CanCon lists: 6, LVO lists 4, Winrate: 43% Legion of Grief CanCon lists: 6, LVO lists, 1, Winrate: 53.2% Mathew Tyrrell placed 18th at CanCon with 5 Major Wins and 1 Major Loss with the following list: So far, not exactly great rates. Something to note, absolutely none of the CanCon Nighthaunt lists included any of the Emerald Host battalions, while only one of the LVO did, running Dolorous Guard. The most common NH battalion at CanCon was Shroudguard, while at LVO no battalion appeared more than once.
  19. DG didn't do well for you? Why, exactly? How did you use them? They've got two roles, depending on how you want to use them. First is the obvious; extra health for your general. But the second is how it turns Hexwraiths into mobile lesser Spirit Hosts. +1 attacks for charging puts them at 5 each with the leader having 6. Pair them with a KoSoES or Vampire Lord and for a CP it's 7/6 attacks. I haven't seen the meta you're up against, but maybe it'll trickle in. But, in any case, just try to know your tricks.
  20. 3 per Spirit Torment, and only once each. Yes, that sounds brutal. You've got a few options, though. How large are the units you're running? Maybe going as many minimum-sized units you can might help. You will lose whole units left and right, but it's a bit harder to tie up half a dozen of them all at once, and that might be all you need to put pressure on. Bring a Knight of Shrouds (on foot). For a CP you can give everyone in a bubble + to hit. Down -2? 2 CP nets you back to zero. Spectral Summons works even when either the unit summoned or the general is in combat. If you're taking a Dreadblade Harrows then you could use his teleport to stay away from danger and then spend a CP to pull a unit out of combat. That unit can either charge back in, or heal up. Or, if you go maxed unit sizes, distract an enemy unit so they move off an objective enough to engage you, teleport your DH behind them, and then teleport a unit to that location, be it an objective (most models within 6" get it unless the battleplan says otherwise) or a hero. Consider Legion of Grief. Same models, better healing, better CP generation. Put most of the gravesites in the middle of the field, or near the biggest threat, and then heal from them every turn. Keep one back with a general on it to resurrect whole lost units to send back into battle. If they are your friends, ask them what about Nighthaunt scares them. Talk openly. If they're misunderstanding their rules they should be open to being corrected, and so should you. If they know of a weakness you could exploit, they may be happy to tell you in order to keep the game fun. I did this just recently because I'm the one everyone guns for at the table, and it was more fun for me to make sure my friends can compete with me.
  21. That's a no-nonsense list. You'll probably do really well with it. Sorry to see the Harridans go, but it makes sense. I suppose Bladegheists are a bit too expensive when you have a full unit of Reapers. Let's hear of your crushing victory!
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