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Snoogens

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Everything posted by Snoogens

  1. Hehe, I really feel GW has a lot to learn from creators such as WotC, from Magic specifically. The abilities etc need to be more clear.
  2. Doesn't the Harrow's ability only state that a "check" is done at the beginning of movement, but the actual teleport happens when you're supposed to do a normal move?
  3. So I've been thinking (wow!) and I can't figure it out. Is there any way to get Kurdoss up on the table to "deepstrike" (through Spectral Summons) on Turn 1, with you going second, but still having him on the battlefield during your opponents Turn 1 (him going first) to steal his first CP? Available in the list is Dreadblade Harrow as a General. I don't think it's possible due to Spectral Summons having to happen at the start of the movement phase, but please oh please correct me if I'm wrong because I'd love for this to work.
  4. Oh, didn't even know the Harbingers and Archai were different. 5++ save on mortals or 3d6 charge. That's a difficult one. On one hand - if they're supposed to wander off to wreck cheap objective holders, then the 3d6 charge could be nice to get there faster, since they won't really need that 5++ mortal save against those units. But then again - if those objective holders can put up a fight, and that fight involves mortal wounds, which I guess is more and more common now, that save can really change the tide. Man, AoS lists are more complex than anything I've ever dealt with.
  5. Interesting idea! Hmm. I'm thinking - drop one unit of Morghast, drop the 10x Chainrasps unit, remove 5x Revenants from the 15x unit. This means I can keep one Morghast unit, while also adding a 20x Reaper unit. So keeping one Morghast unit of 2 because they seem pretty damn good (I don't know, I feel hellbent on playing one atleast once), while trading 5x Revenants, 10x Chainrasps and 2x Morghasts for 20x Reapers (seems fairly alright). This means that one GoS chills with the Shroudguard, while the other stays with the Chainguard and the Reapers. The Morghast unit will be able to go off on "adventures" where required. Sadly I don't have access to the other GoS, so it will have to be two Nightmare Lanterns.
  6. Ah, ******. Either way the GoS will be required for the ressing of Chainrasps, and giving them 1+ to wound is nice I guess.
  7. Super excited to try out this Nighthaunt list I've been brewing. I haven't tried it yet though, as I would like to get some input and thoughts before I deep dive into two boxes of Morghasts and some other additions. General idea is to deepstrike (if possible) with the Shroudguard Battalion (incl. the KoS), the Spirit Torment and one of the GoS. The buffed up Revenants will hopefully melt through some units. The rest of the troops, i.e. the Chainguard, the extra unit of Chainrasps and the two units of Morghasts (Archai) will march up. With the 2" range on the Morghasts, they should be able to slay ****** from behind the Chainrasps, while getting the juicy +1 to wound buff from the other GoS. What do you think? Allegiance: Nighthaunt LEADERS Guardian of Souls with Nightmare Lantern (140) - Lore of the Underworlds : Shademist - Infernal Lantern (Artefact) : Wychlight Lantern Guardian of Souls with Nightmare Lantern (140) - Lore of the Underworlds : Shademist - Infernal Lantern (Artefact) : Wychlight Lantern Knight of Shrouds on Ethereal Steed (120) - General - Command Trait : Ruler of the Spirit Hosts - Artefact : Headsman's Judgement Spirit Torment (120) UNITS 20 x Chainrasp Horde (160) 20 x Chainrasp Horde (160) 10 x Chainrasp Horde (80) 15 x Bladegheist Revenants (270) 10 x Bladegheist Revenants (180) 2 x Morghast Archai (200) - Spirit Halberds - Allies 2 x Morghast Archai (200) - Spirit Halberds - Allies BATTALIONS Chainguard (120) Shroudguard (110) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 120 LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 3/3 ALLIES: 400/400
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