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The_Dudemeister

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  1. Nighthaunt at 68% winrate The age of the living is over
  2. Reapers stonks going up 📈 Auto-wounding on 5+ is already better than the old +1 attack. Similar average damage against hordes, but almost completely immune to hit debuffs. But on top they get Anti-Infantry and become cheaper? Yes, please. In turn, Cairn Wraith will be a welcome sight. Also I just noticed and had to double check in the rules-that wards cannot be made against Reikenor's Corpse Candle ability. It doesn't deal a Mortal wound anymore. It allocates damage instead, which happens after ward saves would reduce damage from the pool. Neat
  3. Just a quick showerthought. I play a few armies and also looked at some others for general points. And I have to say, points got shuffled around substantially. Some bread-and-butter units like many former Battlelines saw virtually no changes or got points decreases. While other units, especially bigger heroes and monsters got points hikes well over 30%. For a few units we've seen warscrolls of I can make sense of what they didt. For example was I wondering how the Lord of Change is supposed to compare to all other Greater Daemons of other gods or even to the named version Kairos. Now I can see... he isn't supposed to. He's noticably the cheapest. So that example makes me a bit more confident in their points.
  4. Alright everyone. Theorycrafting is a go! 🙂
  5. Especially Necromunda can go nuts with their sculpts. Wouldn't mind one bit for some of that to bleed over to AoS. I want the designer who sculpted this beauty to create a Spawn to end all Spawns 🥰
  6. The Black Coach certainly didn't need his damage output nerfed. We can now confidently say that the damage across the game was only very slightly toned down. More like shifted in what does deal damage. For every unit like Lady Olynder that got their damage gutted, there is at least one Reikenor who gets +1 damage on his weapon instead. That's the story for every army and their leaked warscrolls I've seen. That being said, his ability is very very potent and unique. And Nighthaunt is uniquely dependent on their very squishy heroes for the strike-last. We can't even afford to leave them out of a fight where they usually shouldn't be. On top of us wanting to charge in, remember that supporting heroes cannot be protected behind a screen anymore. Fighting is now 3" range, period. All foot heroes will now just die early, that's just 4th edition's shtick. I mathed it out and including auto-wounds and the - 1 save the coach itself provides, it does roundabout 6-7 damage to units ranging from a 3+save, 4+ save and 5+save with ward. 8 damage on 5+ without ward. Together with his shooting, the potential charge Mortal wounds and the very same roll again for 1CP on "Power Through", the Coach can kill enemy foot heroes and mop up the remainder of a diminished chaff unit. He won't revive a hero every turn (that would be silly). But you know, his ability works in the enemy turn too thankfully.
  7. Alright, there are some very juicy things here The Artefact Covetous Familiar doesn't just work on the hero itself when it is attacked, but on any enemy unit in combat range. So this can trigger multiple times even when your Bladegheists or whatever get attacked by an enemy unit and hero Spirit Drain is a very potent spell and I cannot believe it's on 18" range. I used that spell as a Tzeentch player to great effect on my Gaunt Summoner on 12". This will help quite nicely so other armies won't out-horde us. Spectral Lure, wonderful. Any Nighthaunt hero can become a Guardian of Souls, this makes me happy. Shademist was already known and I rate it very highly. Though I gotta admit, they did a really great job with the "Unlimited" spells of most factions that will define their respective castings. The Manifestations are also fantastic. Healing, charge bonus and 2 Manifestations that can help against elite armies and Monsters were Spirit Drain fails are great options
  8. Goonhammer has a small overview Clarifications on: Battle Formation: Vanishing Phantasms - (Once per turn (army) Your Movement Phase) Pick a friendly nighthaunt unit that is not in combat and set them up again more than 9” from all enemy units. Battle Formation: Hunters of the Accursed - (Once per turn (army) End of Any Turn) Pick up to three enemy Heroes each within 12” of a different friendly Nighthaunt Hero to be the targets – Roll a D3 for each target on a 2+ inflict an amount of mortal damage on the target equal to the roll. Artefact: Covetous Familiar - (Reaction – Opponent declares a fight ability for a unit in combat with this unit) Roll a D3, on a 2+ inflict that much mortal damage on the enemy unit equal to the roll. Manifestation Lore Mortalis Terminexus (Summon 6/ Banishment 7): In your hero phase you can add 1 to run and charge rolls for a unit or Heal (3) the target. This manifestation can’t move or fight in combat. Vault of Souls (Summon 6/ Banishment 8): Each time a model is slain give this unit a soul point. At the end of any turn, if there are six, and roll a dice for each enemy unit within 6” inflict and on a 3+ an amount of mortal damage equal to the roll. Shyish Reaper (Summon 6: Banishment 7): This manifestation moves 8”, has a 4+ save and 7 health and has a single attack for 3/2/2/4 and gets an additional 2 attacks if it charged in the same turn. Spell Lore Shademist (6 Unlimited): If successful pick a nighthaunt unit with 3 or more models and if the casting roll is successful subtract 1 from wounds that target that unit until the start of your next turn. Spirit Drain (7): Pick an enemy wizard within 18. If the cast is successful, roll a dice for every model in the unit and inflict 1 mortal damage on the target for each roll of 5+. Spectral Lure (6): Pick a friendly Nighthaunt unit wholly within 12” and return a number of slain models to the target unit with a combined Health characteristic of up to D6.
  9. I take that as confirmation for this old Rumour Engine 💙
  10. They put so much thought into it for us, it's really heartwarming. May Shrimp-Jesus bless their hard-working souls 🥰
  11. From Bell of Lost Slouls (yeah, I know) Battle Formations Vanishing Phantasms– Once per turn teleport with Ethereal Translocation. Hunters of the Accursed– do mortal wounds to three enemy Heroes at the end of every turn. Death Stalkers– Units can Charge after they Run or Retreat. Procession of Death– Gives friendly Black Coaches a 6″ Ward (5+) aura for Infantry. Heroic Traits Ruler of the Spectral Hosts– Once per battle set up a half-strength replacement unit command ability. Cloaked in Shadow– Only ever hit on a 4+. Terrifying Entity– This unit can do an Aura of Dread ability that was already used this turn. Artefacts Lightshard of the Harvest Moon– Once per game 12″ plus one attack bubble. Covetous Familiar– Do Mortal Wounds as a Reaction to being attacked in combat. Soulfire Ring– if you slay any models Heal(D6).
  12. At this point, I'm sure of it. Resurrecting a destroyed unit (at half size) seems to be one of the most generic 4th edition abilities. Almost every army has access to it. Which is certainly one of the decisions of all time. And it pops up in the most unexpected and sometimes random places. Tzeentch' Lord of Change lost all his casting boni and got the resurrecting mechanic instead. Unreal. All bets are off of who will get that ability for Nightaunt. Glaivewraiths, you have the chance to do the funniest thing ever and earn your place in the sun!
  13. "inflict an amount of mortal damage equal on the target equal to the roll" Pure poetry 😁
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