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EnixLHQ

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Posts posted by EnixLHQ

  1. 5 minutes ago, Warbossironteef said:

    I would say it's particularly good in NH given we lack casting support and rerolling charges can allow you to fish for certain wave of terror effects. It's flexible, cheap and the rerolls are great for NH. It's not, this is winning me the game busted, but it's insane value for the mere 40 points. The points thing is what makes it so good imo. At 80 points or something it wouldn't be as enticing. 

    Agree. It's a great benefit for us, no question.

    Is it still stationary, though? I can't see the rules right now so I don't know the particulars. 

  2. 9 hours ago, Vastus said:

    Love it mate. One small correction: you repeatedly mention MoM giving a +1 to casting/unbinding/dispelling, but it's a re-roll to one roll.

     

    7 hours ago, Ranzou said:

    And lastly, knowing no range or boundary, she can issue her own Command Ability, No Rest For the Wicked

    This is not a command ability.

    Updates made. Thanks for the feedback, keep it coming!

  3. 12 minutes ago, dmorley21 said:

    Where’d you pull that from? This is what I see:

     

    862E7408-1DAD-4659-8FDF-3355AF297C98.png

    Straight from the app on Android. Force closed it and reopened it just to be sure, and checked for updates.

    EDIT: There's two! And neither tell me their source when I go into them, but one is a +1 and the other a re-roll.

    EDIT 2: Quick online search tells me the +1 is a Skaven command trait of the same name. Methinks the Android app needs some love in the design department. I'll fix that later.

    1249510434_Screenshot_20220617-083224_WHAoS.png.ca3d80726e276aeb198e1bb6de80ddfa.png

    • Haha 1
  4. 8 hours ago, Vastus said:

    Love it mate. One small correction: you repeatedly mention MoM giving a +1 to casting/unbinding/dispelling, but it's a re-roll to one roll.

     

    1 hour ago, dmorley21 said:

     

    Darn, missed both of those while reading it over! 

    So this isn't true?

    1202539723_Screenshot_20220617-082100_WHAoS.png.6327f1b4d8dc31c104d7cecdf0d37223.png

  5. 7 hours ago, The_Dudemeister said:

    Unmounted battle line at that. So no Hexwraiths either

    On other news. Scarlet Doom took 2nd place and Emerald Host 6th in this event

    Who said the Black Coach was dead? It's undead and well! 

    I ran this exact list to a sweep a few weeks ago. Crazy that the lists came out the same.

    My Coach didn't do so well. I wonder how theirs did.

  6. 18 minutes ago, Warbossironteef said:

    That's nice. But BGs can be on 2 2s and have the same reach. I'm sad my Reapers arent doing that. 

    Two ranks of Chainrasps is still shorter than the Reaper's weapon reach. Even if BGs and Harridans can fight in 2 ranks, a Chainrasp/Reaper combo can fight in 3.

    Not all benefits are straight damage potential. In this case, an enemy is going to have to chew through the Chainrasps before they can deal meaningful damage to Reapers, which means you can focus your model return on less units overall and have a higher chance at keeping the ones you want at max. And simplicity is not without its value, too. To pull the same trick off with other battleline units you'd have to snake one in nornal range, if I'm understanding the rule correctly. Reapers have no such limitation. Lastly, no battleline's base size is 2". Reapers can still reach through if the battleline (or any other unit) isn't in two ranks, say after they start getting emptied from damage and not getting the models back.

  7. Off topic, but Q for the masses.

    Does Nagash's Supreme Lord of the Undead work with Rally?

    I'm getting votes on both sides of the argument. Rally is a (command) ability that returns slain models, and SLotU triggers "when you use an ability that returns models to a Death unit." And if it does work, would it be that if you happened to get only one 6+ to return a model to a unit that had several missing you get a free one even if that model's roll was less? Can you re-roll any of the dice that didn't make the cut for another chance since they are individual rolls? Or not since that roll doesn't determine an amount of return, only IF a return?

    Thoughts?

  8. 1 hour ago, Warbossironteef said:

    Anyone here ever just buy 30x Grimghasts, spend the last week building and painting them? :( I'm so sad haha. They could have bene Bladegheists.

    I'll never be sad about Reapers.

    • Like 1
  9. 3 minutes ago, dmorley21 said:

    They hinted they’re going to 6ish months for GHBs now.
     

    The Thondia stuff was supposed to release in January but was also supposed to be narrative, not January competitive. Since the Thondia stuff got so delayed… they just barely talked about it, which led to some confusion. Only the Incarnate is GHB legal from it all. We’ll see if it has points in the new GHB/online update. But, the Thondia stuff was meant to be narrative lore supplement while the GHB is the tournament supplement. 

    Ah, that makes a bit of sense. They could have communicated that a bit more clearly.

  10. 12 minutes ago, The_Dudemeister said:

    WarCom just confirmed the whole thing and more. 

    Yeah, Reapers especially have nothing speaking for them anymore. Chainrasps are at least still cheap and plentiful wounds. But everything Reapers do, Bladegheists and Harridans do better per model

     

    20 minutes ago, dmorley21 said:

    Cons for Reapers and Chainrasps IMO. Their ability to fight in two ranks is very neutered. Bladegheist and Harridan subfaction stocks through the roof though. 

    I've got the same question as the dude on WarCom's Twitter; how often are we going to be seeing seasons?

    I mean, Thondia just came out and it was regulated as an optional "other" battle pack that doesn't play along with the GHB, and now it looks turfed completely for this new GHB. How long will this stick around?

     

  11. 16 hours ago, lare2 said:

    Cheers for the Fright of Flight breakdown. 

    Went for the quoted above option. Found everything just fine in your previous guide. Chrome's 'find in page' option was ample for me. 

     

    5 hours ago, The_Dudemeister said:

    In a perfect world, that's what I would have voted for too. I only voted for the third-party option because of the latest of the infrequent blackouts on TGA. Not having the guide available for an indefinite period of time sounds luminethy

    Yeah, totally get it. I've kept an offline backup to reference for that reason.

    But if it makes anyone feel better, I'll host it on my own personal site. I pay for it, so there's no risk of shady goings on, and the guide will have it's own dedicated area. My other writings are on it, too, but that stuff is so cringing and old I'd advise against wasting your time with it.

    But poll's not closed yet, as it were. Giving the guide a moment to rest and to get some final feedback before committing to publishing it. So still time to change your vote if you want.

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  12. Speaking of the guide, I wanted to ask everyone something. Let's make this into kind of a poll.

    If the (currently) 58-page guide were to stay that big and dense, would you prefer:

    • A link to a third-party site where I could include navigation links and preserve formatting choices otherwise not supported here. (❤️ this post to vote for this)
    • A link to a downloadable file (likely PDF) which would have two ways to navigate the document, but has no way of being dynamically updated and you'd have to check. (🏆 this post to vote for this) 
    • Hosted on the TGA blog space, but using additional blogs as "pages" that you could navigate forward and back on, but not jump to any particular section except from the very first page only. (😕 this post to vote for this)
    • Hosted on the TGA blog space just like the last guide was, just a realllllly long blog post. (😢 this post to vote for this)
    • Hosted on the TGA blog space, but with all of the stuff that's found in the book basically cut out, and no commentary on that stuff. (😍 this post to vote for this)

    I just chose the like, thank, confuse, etc., in order, they don't reflect my preferences. As a long-winded writer, I certainly don't 😍 the last option.

    Please let me know!

    • Like 9
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  13. From my new (in progress guide): "Fright or Flight: Keep all enemy units away from Nighthaunt units if those NH units are on objectives. See 18.1.2 CONTESTING OBJECTIVES, it doesn’t mean “fighting for” just present on an objective."

    I'm still waiting back on confirmation if my take is correct or not, but think this can be achieved in a couple of ways.

    The first and obvious one is that all NH units that are sitting on objectives don't have any enemies within 6" of them. Meaning the NH units could be on one far edge of the objective aura, and an enemy of fewer count can be on the other end, and this would still be valid because you would 1) have NH on an objective, 2) you have more models in the objective aura than your opponent, and 3) the enemy is not within 6" of your NH unit.

    The second way is just to not be contesting objectives where the enemy is. You've left. Or avoided them. The verbiage doesn't check for control only that you aren't in the middle of trying to take over an objective from an enemy. So as long as you aren't triggering a control check on any objectives this passes.

    I guess that makes sense from the title, Fright maybe meaning you've kept all enemies away and Flight meaning you've bailed on the objective.

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  14. 2 hours ago, Dogmantra said:

    Re: Dreadblade Harrows and objective shenanigans, there is one battleplan where it may come into play.

    Apex Predators changes the objective capture rules to be if a Leader ends a move in 3" of an objective with no enemy leader in range, or kills an enemy leader in range.

    So theoretically you could capture an uncontested objective then teleport elsewhere to perhaps threaten another, or be a source of command abilities. I'm not sure it will be too extremely useful given it's a 3-objective scenario with no prime objectives (and may well be removed in the next GHB).

    Okay, perfect. So "some battle plans might have objective rules where the DH being able to move and then teleport could be a clever way to abuse the rules" or something similar. I can work with that. Thank you.

  15. 17 minutes ago, Rors said:

    I thought you can move units off objectives and still have claimed them. For example turn one deploy on an objective then move up the board still counts as that units owning the objective. I've been playing that wrong the whole time then.

    Oh, no, that's correct. Once you have an objective it's yours. You only ever lose if the number of your units, in that case 0, is ever lower than the enemy units can can claim it at the end of the turn, so >0. If you claim it and then leave it next turn and no one else ever comes to get it later, it remains yours the whole time.

    But, I don't see how the DH can abuse this with the whole being able to move AND teleport thing.

  16. 16 minutes ago, Rors said:

    Not much comes to mind.

    You move him forward and trigger redeploy and your opponent moves a unit more than 9 away he can teleport to get a little bit closer, not that handy though.

    Also technically I guess he could move onto an objective then teleport onto another but you can't control multiple objectives with the same unit as far as I'm aware. He could contest an objective though, situationally, he could also have some play in missions where objectives get burned.

    He could also teleport in the deployment zone after taking an objective so that you both claim and objective and get the battle tactics for units in their deployment.

     

    The fake out on an enemy Redeploy is something. I can see that being used. But objective control is only checked for at the end of the turn, so moving on to an objective and then teleporting away doesn't help any, and doing the opposite doesn't make use of the actual move.

  17. Question: The Dreadblade Harrow's Phantasmal Discorporation ability works at the end of the movement phase, and has no language saying that it replaces movement. That means you can move the DH, and then teleport him. Is anyone aware of any tricks or tactics that would make use of this interaction? Or a reason it doesn't work this way?

    For context, most teleportation abilities happen at the start of the movement phase and then also exhaust movement preventing anything else from being done. But, it appears this isn't the case for the DH and there may be something I'm overlooking.

  18. 11 hours ago, lare2 said:

    So now that the book's been out for a while, what are people's standard lists looking like now? What are you tweaking? For me, it's the below:

     - Army Faction: Nighthaunt
         - Subfaction: The Emerald Host
         - Grand Strategy: Hold the Line
         - Triumph: Bloodthirsty
    LEADERS
    Lady Olynder (340)*
         - Spells: Shademist
    Guardian of Souls (150)***
         - General
         - Command Traits: Master of Magic
         - Chill Blade
         - Artefacts of Power: Arcane Tome
         - Spells: Seal of Shyish
    Spirit Torment (115)***
    Krulghast Cruciator (150)***
         - Artefacts of Power: Pendant of the Fell Wind
    BATTLELINE
    Chainrasps (110)*
    Chainrasps (110)*
    Hexwraiths (160)*
    Hexwraiths (160)*
    Grimghast Reapers (320)**
         - Extoller of Shyish
    Spirit Hosts (125)**
    Spirit Hosts (125)**
    OTHER
    Chainghasts (95)***
    CORE BATTALIONS
    *Battle Regiment
    **Hunters of the Heartlands
    ***Warlord
    TOTAL POINTS: 1960/2000

    The two rasp units generally look to deepstrike on midtable objectives, scoring points and serving as a screen. If they live, they'll add to wave of terror. All heroes sit with the SH and Chainghasts behind the blob of 20. These move forward as one.

    Inevitably the GG, ST and Chainghasts split off from the pack to fight. Love 20 - if they kill what they're after then great. If not, they will act as an anvil, holding something up. Fought Sylvaneth the other night and 6 Kurnoth got them down to 1 model. Next turn, pretty much all of them are back. Although I never killed the Kurnoth, this meant they (and a couple of other units supporting them) were completely tied up most of the game. Have been considering 30 mind. 

    Lady O and her entourage I find linger midtable, buffing, debuffing and fighting. This little death star can really pack a punch, even the GoS. With all heroes and the SH, that's 5 WoTs and can really cripple the enemy. I still want to put SoS and Shademist on the GG but this can be harder late in game with them pealing away to attack something. For this though, I'm considering just going to 1x3 SH. I find that, at most, I only ever really lose 3 SH and it's late in the game. I figure at that point maybe the heroes can start to look after themselves. 

    Love Hex. They're great and no one seems to expect them. I start by putting a unit in each bottom corner of my deployment and just watch what my opponent is doing. With the sylvaneth game the other night, he'd left a 5 model unit on an objective in his home terf. I moved 30" with one unit to join the other 1st turn, 2nd turn - bam! 10 Hex in his face! Took the objective and burnt it to the ground (mission objective... forget which one). Against DoK, he thought he was sitting comfortable on an objective with the Shadow Queen when, suddenly - bam! 10 Hex from nowhere appear, taking the objective. They are just so good at stealing objectives. Shame the models are so dated. 

    Anywho, that's generally where I'm at. 

    With testing a few deployment strategies and tactical styles, I'm finding that a lot more variety is viable now. I don't think we necessarily have many "must have" units anymore, which is great. It's all about what you want to accomplish and how to execute it.

    All in all I think you can throw together just about anything and do well, so long as you're not all over the place with the unit roles and your goals.

    • Like 1
  19. 4 hours ago, dmorley21 said:

    Pretty sure this is the old book - haven’t watched it though. He also is the guy who took a Nagash NH list to the top 8 at LVO. 

    It's the old book. Still great to see, and I'm looking forward to what Nate does with the new rules.

  20. 14 hours ago, Iksdee said:

    I am wondering how good the Emerald Host really is vs the Scarlet Doom.

    Emerald Host: What units do u pick for at the beginning? Something u want to kill first or second turn anyway? a Monster? It is kind of like a dot/poison status in most games. Does damage at the end of the turn. Has no impact first turn. Does nothing after the target is dead. It should kill something if not countered by healing. Cant change target, not flexible.

    Scarlet Doom: Unit dependent. At how many units of Bladegheist Revenants is this worth it? I think MSU is the way to go here.  Seems like a good effect to have on a not so high priority target in an army that want to charge, retreat and charge again. More flexible and has an immediate impact on the game, target doesnt have to be the charged target. Bladegheist Revenants battleline.

    Seems to me like the Emerald Host is a more stable low damage choice vs high risk high reward with the Scarlet Doom. What do u think? Am i missing something here?
     

     

    2 hours ago, Neck-Romantic said:

    I view EH vs SD as a tactical choice.

    SD basically amounts to impact hits on the charge, and helps you kill targets you need to shock down in one round. Its front loading your subfaction damage in bursts. We are already very VERY much concentrated on doing damage in our own charge phases, and you need to use this bonus damage where it matters most. We are already designed to basically win or lose in the charge phase thru debuffs and morale attrition, doing extra on the charge is hyperfocusing on this.

    EH focuses your subfaction boost outside of the charge phase, and outside of positioning. It activates regardless of your and your opponents skill at screens, positioning, and combat. Best used for chip damage on targets you arent confident you can reach, shock dead in one go, or otherwise cannot handle and need softening.

    Honestly I wish there had been a defensive subfaction choice, like restores d3 wounds of models for d3 units per turn, or reroll armor saves, lowering the WoT -1 to hit threshhold or awarding -1 to hit in addition to other WoT procs, or something, as we are already extremely dependant on our own charge phase.

     

    1 hour ago, Evil Bob said:

    In supplement to the gameplay talk above there is the MathHammer component as well. In long running statistics you are looking to get four mortals every turn from Bladegheist Revenants charges to cleanly beat out Emerald Host, so basically twelve dice/models. So if magically sixty Bladegheist Revenants can charge turn one then Scarlet Doom is the overwhelming statistical winner.

    Personally I like dropping Emerald Host on obnoxious targets (garrisoned Duradrin, backfield support, etc) and let it whittle down the unit while firepower is focused elsewhere. That or infantry with an impressive Attacks output. With Scarlet Doom I kinda WANT to proxy my Grimghasts Reapers as Bladegheist Revenants (with two or three Spirit Torments) against an all big-Giants army to see how it turns out.

    Aside if anyone ever feels either Procession is letting them down these are using 1/3rd probabilities or 1d3s. They are a welcomed bonus but I try not to lean on them any more than Hexwraith charges or Orlynder’s veil.

    Emerald Host is also an excellent way to deal with enemy ranged units.

  21. 1 hour ago, Boggler said:

    I don't get to play much. Maybe a 3 game tournament every other month. Today was my first opportunity to try out the new book. Played vs Kruleboyz, Fyreslayers, and Living Cities.

    Lots of positives. Lots of learning.

    Overall. I didn't roll many 8+ charges and was sick when I'd get -3/4 to hit on a Monster and then have the Monster make its saves... That is dice for ya. Still, WoT felt good, despite this. In fact, I got more 2/3's than 10+'s The table is supposed to be a game changer and it can be, I'll just have to pull the lever a bit more.

    Here is my list:

      Reveal hidden contents

    Allegiance: Nighthaunt
    - Procession: Scarlet Doom
    - Mortal Realm: Ghyran
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Lady Olynder, Mortarch of Grief (340)*
    - Lore of the Underworlds: Shademist
    - Lore of the Underworlds: Seal of Shyish
    Kurdoss Valentian, the Craven King (210)*
    Guardian of Souls (150)*
    - General
    - Command Trait: Master of Magic
    - Lore of the Underworlds: Seal of Shyish
    - Lore of the Underworlds: Spirit Drain
    Dreadblade Harrow (145)
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    - Lore of the Underworlds: Shademist

    Battleline
    20 x Bladegheist Revenants (350)**
    - Reinforced x 1
    20 x Bladegheist Revenants (350)**
    - Reinforced x 1
    6 x Spirit Hosts (250)**
    - Reinforced x 1
    5 x Hexwraiths (160)*

    Endless Spells & Invocations
    The Burning Head (20)

    Core Battalions
    *Warlord
    **Hunters of the Heartlands

    Additional Enhancements
    Spell

    Total: 1975 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 92
    Drops: 8
     

    I went with Scarlet Doom because I wanted to have the BGR as Battleline. This will probably be the last time I use this Procession. The mortals on 5's is great, but it didn't do anything and I felt that my style of play didn't make having the BGR in 20's very useful. Don't get me wrong, they are strong and if I had managed to win more than 2 out of 10 priorities they would have wiped my opponent but I felt that MSU/Herohammer overall was a way more efficient way to play. I'll take Emerald Host next time.

    Hold the Line was great, especially with the Hex who could break away and avoid being killed late game.

    Bloodthirsty for those essential charges.

    When I came back to NH in late December I knew I wanted to run Olynder. Her and Kurdoss will be an auto include for me for my next few games. Oly did work, and while it took me a game and a half to remember her 12" 5+ CP negate aura, she was fantastic.  Her model regen was great and it makes me seriously going double Warlord to take the Lightshard and a Beacon.

    I'm never taking Spell Enhance. It was useless. Same with the Burning Head. I'll take another Artefact along with the mandatory Arcane Tome.

    Actually, I was really impressed with my four Heroes, Oly, Kurdoss, and a GoS moved in a pack with the SH's. The Dreadblade was there to try and be in a bubble of other stuff to echo Discorporate. This was probably the MVP play, the amount of 5+ wards I made really paid back the cost of the Dreadblade. He could tele around is required and giving him Lightshard next time will make him better.

    The GoS with Master of Magic was great but when I'd cast Spectral Lure I'd roll a 1-2. Seal and Shademist were great. Spirit Drain did nothing in the only situation it was worth using.

    Not having a ST was a concern going in to the game and while it doesn't heal heroes it probably would have been amazing if paired with either of the units of 20 BGR's. I didn't take one and I don't regret it but its a great value at only 115 pts and helps get closer to that double Warlord battalion.

    The 2 units of 20 BGR's were a huge threat to my opponents and took a beating. The 4+ 5++ can't be praised enough but its way better value to get the same defense from 20 GGR's. Plus with the GGR you save your sanity because you're not trying to honeycomb BGR's that outgrew their base size long ago. And if you play Nighthaunt you already know the Barrel of Monkeys MEME everytime you try and remove one of you models from anything in tight quarters. The GGR 2" reach and 30 pt discount is enough for me to make the switch. The BGR only did about 10 bonus MW's in 3 games. Emerald Host will hopefully be more consistent.

    6 SH's are a pain to move with coherency. I'll take 2 units of 3 next time. The SH's got targeted a few times and lost some models so I don't think it's too risky to keep them in 3's. If I Bodyguard stuff I'll hopefully get plays where I can use the Beacons to bring back one model in each unit. Plus whatever other units. Solid unit. 125 pts is great value and the 18 attacks does more work than you'd think. Also, maybe Herohammer want to go their separate ways midgame?

    Hexwraiths. I'll always find a way to take at least one unit of 5. Everytime I think about Dreadscythe at the same pts I stick with Hex and they make many plays in this objective based game with their 24" retreat moves.

    Ya. So that's it. I played 3 games and lost all 3. I learned a lot. Two of the games were super close and could have gone either way. The game vs Kruleboys was tough because of the mortals they do. I gave him first go and he did so much damage. I didn't get a double and Kurdoss whiffed a 2+/2+ sequence but the damage was too much. He had 6 units of Boltboyz all spread out.

    Fyreslayers wasn't even close. Failed some 9" charges to get his support heroes and he used Fierce Counter Attack to strike first and do many damages... lol

    Living Cities he made me go first so I castled up in the middle to avoid a Fulm deepstrike bomb and then got doubled and the Fulms hit me pretty hard. I fought back to only lose the game by 1pt while killing 4 Fulms and Krondy's in a couple turns. The heroes did work here and the BGR's only rolled one 6 when they rally'd with 31 dice... first time with 14 models lost and then again with 17 models gone. lol! to GoS and Oly also rolled 1's for the regen... I was still super happy with the game because retreat and charge when you want.

    Anyways. that probably made no sense but here is what I'm thinking for my next list.

      Reveal hidden contents

    Allegiance: Nighthaunt
    - Procession: Emerald Host
    - Mortal Realm: Ghyran
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Lady Olynder, Mortarch of Grief (340)*
    - Lore of the Underworlds: Shademist
    Kurdoss Valentian, the Craven King (210)*
    Guardian of Souls (150)*
    - General
    - Command Trait: Master of Magic
    - Artefact: Beacon of Nagashizzar
    - Lore of the Underworlds: Seal of Shyish
    Dreadblade Harrow (145)***
    - Artefact: Lightshard of the Harvest Moon
    Lord Executioner (140)***
    Spirit Torment (115)***
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Underworlds: Shademist

    Battleline
    3 x Spirit Hosts (125)**
    5 x Hexwraiths (160)*
    20 x Grimghast Reapers (320)**
    - Reinforced x 1

    Units
    10 x Bladegheist Revenants (175)**
    2 x Chainghasts (95)***

    Core Battalions
    *Warlord
    **Hunters of the Heartlands
    ***Warlord

    Total: 1975 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 87
    Drops: 11
     

     

    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?

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