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EnixLHQ

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Everything posted by EnixLHQ

  1. Emerald Host is also an excellent way to deal with enemy ranged units.
  2. This is good data, thank you. It's unfortunate you didn't win any, but seeing what happens when the dice are not in our favor is really important. So, with that in mind, what do you think you could have done either with the list or with artefact/spell selection to hold up better when it wasn't your turn or got double-turned?
  3. I agree, the meta is shifting and wards are increasing in prevalence. I'm not quite at assuming it's universal yet when you're just building a list and showing up somewhere. But, I fully endorse building Quicksilver against armies you are pretty sure will have wards. There's a certain Cities of Sigmar list I'm dying to use Quicksilver against.
  4. Nighthaunt does well with a little sprinkling of various battlelines because they perform different functions. Chainrasp and Reapers play very well together and are a very solid base to build any army list around. Chainrasps are on bases smaller than 1" with a weapon reach of 1", meaning you can line them up in two rows and all of them can still attack. Cohesion is simple with them for the same reason. Reapers are generally anti-horde units, but with their 2" reach they can swing over the top of the Chainrasps even when they are two rows deep. This combo packs a surprising amount of damage and wounds into a space that you can shape as you need. Spirit Hosts now shine as a hero's extended wound pool, and being battleline is really an excellent quality for them, effectively letting you decide just how many extra wounds you want on the table. Nothing will be able to match a Hexwraith on speed alone, bar none. Not even the Black Coach. You need teleporting shenanigans to even get close with anything else, but Hexwraiths don't need the tax of other units to cover all that ground. This makes distant objective hunting trivial, or you can use them to lock your opponent in their deployment zone by forcing them to deal with the screen you just zoomed into their face. Bladegheists in a Scarlet Doom list is probably the only time I'd ever advocate for packing as many as you can at the detriment of other battleline options. This is just because of the pure damage potential packed in the charge and is dependent on a hyper-aggressive play style. And, lastly, the Harridans of the Quicksilver Dead will bypass enemy ward rolls and come with a built-in Shademist effect. -1 to wound rolls is a deceptively powerful debuff, making these guys a good bulwark, screen, or anvil, and provide that protection to any units that enemies within 3"could target. You have to charge to get this, of course, but we're always charging now. The ward bypass is a slightly different bag. This can either be really powerful against certain armies (like ourselves), but can also fall flat hard against others. By no means a bad choice, but unless you're fairly certain to face warded armies I'd not take Quicksilver just to get these guys as battleline. You can still take them as non-battleline.
  5. Wow, very detailed report, thank you. And also a great game by the sounds of it. How did you feel about how we play? And also, what were some things to keep an eye on with the LRL?
  6. Which one of you madlads wrote this? Pretty good takeaway, I think. I like how it highlights using GoS with Spirit Hosts, Kurdoss and Lord Executioner together, and even offers a good 3-unit Vanishing Phantasms tactic.
  7. Then you missed out on the ending. All in all it did well to highlight our new strengths even though they (admittedly) didn't know all the rules or what to focus on when filming. I think it's pretty valuable, especially from a new-to-the-army point of view.
  8. Another battle report. https://youtu.be/2dGk7ndI8kI
  9. They're the proper cost in the AoS app, if that helps.
  10. I say give it a shot and see how it plays out. I'd like to see the result. Though I really hope that 20+ incoming damage before any chance of healing is a very niche problem for you to deal with.
  11. What procession? Which spells? You've got a lot more than 2-4 charges here, since you want to charge with heroes now in the new book, and everything retreats and charges for free. The only thing I'd warn about is the 30-block of Reapers. It's nice to have, but you'll have a lot of them hanging around doing nothing. I'd break them into a 20 and a 10.
  12. I mean, if you need to use the token, I think it's there for Nagash. Got to love that dry British humor.
  13. I agree. Wizard in the least. But, no reason not to have the model at the ready as we've seen FAQs and updates drastically change things over time. He just won't be competitive-relevant for a good while.
  14. He's gimmicky in that you usually want your points to be worth more than what you spend them on, and he'll likely only be worth exactly as much. In other words, spending 340 on Olynder or 160 on some Reapers you expect them to be able to fight heroes, empty units, and contest objectives. The Scriptor is most likely only going to put out about 8 wounds in a game for 155 points and a coveted hero slot, maybe taking out an opponent's 150 point hero.
  15. Yeah, it gets into it pretty early on. From the point of view of this book, "..the dead have been claimed utterly by the Great Necromancer..." and "Rather than being allowed to fade gently into nothingness, they have been remade into weapons of war." However, a very strong sense of faith or conviction can temporarily interrupt the process. It's the same phenomenon that allows attacks to hit Nighthaunt. If the will is strong enough a soul can spend a little time uncorrupted, but will eventually succumb. All souls go to Shyish upon death, unless intervened upon by an outside force. It happens so fast that most don't perceive the journey, called to an afterlife that their beliefs help manifest for their culture. But, once there, depending on how faithful or strong the conviction of *their entire culture*, the afterlife might be struggling against the pull of the Nadir and thus can resist Nagash's curse for a bit. But, for any culture that's been weakened a bit, or a soul that loses their will or lets it falter, the curse twists them into Nighthaunt. There's a passage here that in Shyish, in an afterlife that's still fighting, an outbreak of Nighthaunt manifested suddenly when the ghostly protectors fighting shoulder-to-shoulder with their living kin faltered resulting in them "falling upon their once-beloved relatives with a monstrous need to kill." The only exceptions, other than soul-theft by Sigmar, the Deepkin, or others, are when the souls are devout in the service to Nagash or are killed by those who are, who he allows them to shape into something else. The Scriptor Mortis' purpose is to do exactly that on Nagash's behalf, and powerful necromancers are often allowed to shape the dead how they like. The Soulblight are another creature entirely, created by the Soulblight curse and thus are transformed (dying from the curse might be up in the air) without a soul escaping, so they don't become Nighthaunt. And defacto serving Nagash (to an extent) as a race, they are allowed to play at necromancy without many rules being enforced with souls.
  16. I finally got my hardback in hand and cracked it open for some lore reading, and I'm loving the new style they're using for the prose. The last book had a "we're ghosts, ooo so scary" vibe to it and was pretty much it, but in this one they detail a great deal of reasons to fear them as well as what breaks the ghosts and why. And it's written with more of a consistent tone I appreciate. Something else, they wrote this about Lady Olynder, "Indeed, conventional military tactics are seen as rather quaint by the Mortarch of Grief. Her way is that of psychological warfare, for if she can steal the courage from her foes, victory is all but assured." Oh, and this bit which I absolutely LOVE, "...sending mortal agents in the guise of survivors, itinerant elders and dirge-minstrels to bear word of the coming Nighthaunt through a dozen realmgates and more. Many of their stories contained snippets of ancient rites or summon-songs and were worded in such a way to stick in the mind, much as a tune might haunt the ear." And with that my Shanty of Woe is canon! Sorry, having a little lore nerdgasm over here.
  17. I agree there's no one right way, for sure. I just don't want us to fall into the hammer-and-anvil style play as the only one for Nighthaunt. I've seen so many posts since the leak that say exactly that, and then they lose their games and wonder why.
  18. Granted that I've only played a handful of games under the new rules, and against armies who can't really answer these new rules, so my opinion here is wildly uneducated as of yet, but I think MSU is the way to go.
  19. For anyone who was ever like "oOoH, gHoSty bOis, wHo wOuLd EVAR bE aFrAid oF gHosTs iN aGe oF sIgMar?" Here's why:
  20. Was it ever 2"? I don't recall, but it's been 1" forever now. I wish I could sit one of these designers in a corner and force some answers out of them about things like this. This and the Mortis Engine would be my first two questions.
  21. I don't have any lists just yet, but what I've seen thrown around is something along the lines of: Spirit Torment and Chainghasts Krulgast Guardian of Souls Knight of Shrouds (either) Kurdoss Flex hero - Cairn Wraith, Lord Executioner, Olynder Troops: Myrmourn Banshees, Spirit Hosts, Hexwraiths Endless Spell: Terminexus The idea being that all these heroes either buff (and thus sit near the center) or swing, with the Terminexus healing any chip damage, Spirit Hosts/ST healing any bodyguard damage, and the Myrmourn eating any offensive spells lobbed their way. Krulghast reduces damage, yadda yadda. Basically, a castle but the heroes are the ones swinging and the troops are other buffers except the Hexwraiths who claim objectives. Viable? No idea.
  22. Teleporting without the 9" rule, even.
  23. I have to kind of agree with them about the Black Coach, but I really didn't want to. But Tom was right when he asked "what does it do" and no one could really answer that. It currently doesn't do anything other than be exceptionally beautiful on the field, but that won't be enough to draw fire or deal damage, and it's too expensive to just run out and sit on an objective. Sigh. I hope they revise it. You don't have a lot to work with just yet, but you certainly have enough to get a feel of how we play. My only advice is to just get out there and use what you have and have fun with it. Do get your Bladegheists built up (or even better, get some Chainrasps or Reapers) so you can see how a battle profile feels to swing with. So the talk of the town is "hero hammer" and death stars again, and if we go the latter route I see Emerald Host and Grieving Legion as the processions to tap into that natural play style. In a death star only one of the units would actually have to be the one with 10 models, so I could see a double-enforced Chainrasp unit with Reapers behind them as your core that'll never get below 10.
  24. I also liked toward the end they mention that Nighthaunt has so many tools now that you don't auto-lose for bringing units you think are cool. Really, I'm just glad tournament-level people are hashing the army out seriously.
  25. Only two. They can either accompany a Harridan unit or two to ensure their Murderous Bloodlust buff, or drop behind cover in enemy territory. None of our free buffs can affect ranged attacks, which means you are defaulting to command abilities to do any buffing. And though they'd arguably be more reliable doing damage than a Krulghast or Chainghasts thanks to more chances at rolling a 6, they won't be doing much than chip damage. And despite being called the Craventhrone Guard, they neither crave anything nor guard anything, so no synergy buffs. The only units in the game I can think of that would benefit in the other direction are the Harridans. I can see them being taken instead of a KC or Chainghasts to be used as throw-away units to follow some Quicksilver Dead Harridans around. Probably their best use right now. Otherwise, if you happened to have an opponent who happened to think they were safe hiding behind terrain and you happen to had enough room to drop them 9"-15" away from them, then you'd have a way to force them out or suffer chip damage every round.
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