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Dracothjay

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Posts posted by Dracothjay

  1. Yep. Chainrasp and spirit host I’m stocking on battleline. Maybe 40 chainrasp, but I think they will be perfect at 30 to a unit. But then again, they could die in droves if rolling poorly stings you. I say 30-40 is perfect for them.

  2. 33 minutes ago, Ungface said:

    think people missed out on the fact that the original interview in the NH focus where it talked about frightful touch was talking about how NH was THEN not with the new units.

    Whether FT materialises across the faction or not, I’m still keen and have high hopes for NH. From batreps that I’ve watched, without all units having FT, NH seem pretty good anyway. Their main bonus is that they can take any slap that’s thrown at them.

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  3. Continuing on from the previous thread, I think we will see the NH army gain the frightful touch  or a similar variant. We have to remember that we are still due a battletome, which is released in July and I am confident that the warscrolls we’ve seen for new NH units will get updated. Exactly how it was for the last starter set and all start collecting boxes. 

    Regardless, it’s a fresh army and I’m so excited. Already blown ??? on preorders and I’m just waiting patiently. 

    Also, if anyone wants to see how they perform there’s a few new battle reports on YouTube from Ash who has his channel guirilla miniature war gaming. Check it out.

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  4. Last night I had a game against darkling covens. 1.5 k and included in my legion of night list. 

    My opponent was wary of them and kept spamming the -1 tonhit spell on them. It made them useless and they didn’t see combat, but slowly moved up onto his objective (knife to the heart).

    im gonna use hexwraiths instead I think, faster and adds more pressure I think. 

  5. 7 hours ago, AverageBoss said:

    In a Nighthaunt list that works.

    Is only ever take shrouds in a nighthaunt list anyway.

    heres a question to put it bluntly. How would favour 10 hexwraiths over 6 spirit host or vice verca???

  6. I will admit, my last game 6 spirit host held off 10 retributors for the best part of 4 rounds. The help of deathly invocation and fading vigour let them hold their ground until finally attrition got the better of them. I was super impressed with them, and I can’t help but feel each time you roll the dice for them it’s a gamble. Sometimes you’ll roll 6’s like your in Las Vegas, and other times you’ll be deeply disappointed.

  7. So I’ve been playing with spirit host, trying to include a unit of 6 in as many games as I play. I am always trying to optimise my lists to the best it can be and I’m always thinking, “ for 240 points are SH worth it or is there something better?”

    SH PROS:

    1) can pump mortal wounds out like a boss and with the right buffs can gain additional attacks.

    2) Durable and make a great tarpit

    3) large-ish bases make for great screening and good board coverage

    4) decent move value

    SH CONS:

    1) deathly invocation is hard on these guys as rolling a 5+ just to bring one back is a little on the ‘it won’t happen’ side due to each model having 3 wounds each.

    2) sometimes the mortal wounds you hope for don’t materialise.

     

    So I could only come up with 2 downfalls for these guys. I really do like them, a lot, but as our new DI ability to heal OR resurrect fallen models is so crucial to our game, does anyone tend not to use them and go for more 1 wound models, or if choosing multi wound models stick with 2 wound each models?

    Let me hear your thoughts.

     

     

     

  8. What I like about your dracothian guard is the base. Like music, simple is more appealing. Relate that to your base for example, so many bases I've seen are clogged up for that 'wow factor' and draws the eye away from the model itself. I think you've done a smashing effort here and it has a real noble and regal feel to it. 

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