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The_Dudemeister

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Everything posted by The_Dudemeister

  1. GoS as general with Master of Magic to reroll his cast is high on my to-try list. As his relic I'll try Wychlight Lantern though. Once per battle an additional spell that can be any one from the spell lore. The flexibility that gives for our very good spell lore is definitely worth a relic. Even more so when that cast can be potentially rerolled. Arcane Tome for me always goes on another hero to spread out our casts Btw. shoutout to this battletome. I don't know how weak or strong it will turn out to be in the long run as other armies have strong tools too. But I tried out several very different builds now and haven't encountered a single stinker so far. I can look at any given hero and theorycraft a funky combination of what I'll give them or which units they'll support and how and in-game they always deliver. For now I don't even know what the untouchable core of my lists should be that I then build around. Everything is fair game, is fun to play and does what I want them to do ๐Ÿ’œ
  2. You're right. They are 160! The warscroll-builder site doesn't give me a way to contact them so they can fix that. Does anyone know how to contact the team?
  3. Sooo, what are y'all doing with the Mystic Shield token that comes with the warscroll cards? I was thinking about allying in a Vampire Lord so he can cast it on himself for a juicy 2+ save. Is that worth not taking a Nighthaunt unit? Maybe, maybe not. But I payed for all the tokens and by Nagash, I will use all the tokens! Anyway, don't mind me, gonna use all 8 Fight-Last tokens that are provided with the battletome in a single turn โ˜๏ธ
  4. I'm having a Deja Vu ๐Ÿ˜ Scriptor has been upgraded to 8" from his Arena of Shades profile. Our Underworlds warband around the Briar Queen are the only 6" units. No idea where he'd want to go with his attack profile and no buffing aura, but he can arrive there faster now
  5. Making him a Wizard with a relic is a solid way to make him truly useful. We have more worthwhile spells than we can realistically get casts in. Especially with all our Wizards having baller warscroll spells in addition. Arcane Tome is therefore a premium relic for us anyway On a positive note. I don't think he and the Krulghast should have gotten 6 wounds... not that I'm complaining ๐Ÿ˜‡ But what makes them (and especially the bony Scriptor) realistically more beefy than the likes of Lord Executioner, Knight of Shrouds as combat heroes or Dreadblades on steeds other than being shiny new models from Games Workshopยฎ? It's fair to point out this neat advantage they have
  6. I rate her very highly. She did solid work in all my games. All just thanks to the 4+ ward, so I can position her wherever I want, depending on what I want to accomplish. Keep in mind that 7 wounds with a 4+ward and 14 wounds without it are not equal at all. Firstly her profile doesn't degrade. But more importantly every wound healed basically counts as 2. So she's more akin to a 14 wound Monster that has the special abilities to always count as full health and double every healing received. Her main ability and second huge factor for her price increase is the resurrection. D6 slain models without range restriction or any requirements is nuts. A single Spirit Host already costs 42 points, a Hexwraith 32. This can go out of hand real quick. Especially when you consider that she resurrects her own bodyguards. Pricing her "correctly" must be a nightmare. Tzeentch for example has the Gaunt Summoner. For 255 points you get a 2-cast wizard. He also has a solid war scroll spell. Other than that he has 1 attack melee and shooting, aka nothing. He has 5 wounds with a 6+save and no other defensive ability, so needs to be hidden deep in the deployment zone and needs the first turn. Then he summons 5 Pink Horrors for 125 points (should cost more). For him, it's therefore easy to calculate what he should cost. Lady O on the other hand can potentially put an eye watering number of extra points on the table. And not just in the first turn. She can wait it out to really maximize a good d6 roll. As a Tzeentch player, I can tell you that the Gaunt Summoner just melts, often before putting the Horrors on the table that are baked into his points cost. The only reason why she might not end up a tournament staple is because so many of our heroes are worth taking now. And there's only so many points we can spend. But nothing about her performances in my games screamed that she needed to be cheaper so far. But I'd take a points reduction if GW disagrees with me ๐Ÿ˜Š
  7. First time I don't even intend to buy the warscroll cards. One of the best game aides a war game can have and something I always mention when comparing 40k to AoS. There's just so little on them and with Nighthaunt having very monolithic stats (8" fly, 4+ Ethereal), memorizing the few outliers is very easy. That being said, there's a fair bit of good too when removing rules clutter that just make the game slower. A good example for both sides is Kurdoss. D6 damage instead of d3 on a wound roll of 6 just slows down the game. Gameplay-wise the intention is to give him a higher average damage output, but this was done in the worst way possible to actually play. So getting rid of that without replacing it with another special rule and just giving him higher flat damage is a great choice. On the other hand he lost the full hit reroll against enemy generals called "Suffer no rival". This is what you're talking about and truly inexcusable for his fluff
  8. Interesting, I assumed it was hit rolls... and still dismissed it as one of our weaker relics. But yeah, the usual design of mortals on hits end the attack sequence, while mortals on wounds are in addition. Exceptions, as always, prove the rule! ๐Ÿ˜ So there's a solid chance that this in indeed a typo
  9. Putting the curse on the itty-bitty Warchantas instead of the two huge and scary Mawkrushas... I see you know that army well ๐Ÿ˜๐Ÿ‘Œ
  10. I completely slept on Hexwraiths getting the extra d6 from the advance roll after using Phantasmal Advance. I just assumed it was flat 24". Thankfully an opponent of mine clarified that for me, otherwise I wouldn't have second-guessed it ๐Ÿ‘Œ
  11. The Krulghast to me is an offensive hero. As in, he protects my units that always go in for the kill or block a big beastie threat all game. In that role, he's especially reliable in Grieving Legions. * First of all, he has the same generic wholly within 12" restriction that we are very familiar with. So no difference between, say a Spirit Torment and him regarding to how you position relative to your troops. * Secondly the opponent cannot retreat, so he'll always be within range of a terrified unit through the guys he is babysitting. * Thirdly, an argument can be made that preventing damage can be stronger than resurrection. (Ever tried Lady O in the old book and waited to use her once-per-game d6 healing? Good riddance to that and HELLOOO 4+ ward). Once a unit is lost, you lose everything. And his damage mitigation is one of the best in the game against the right units. 300-500 points beaters killing a single Spirit Host under his protection is really neat. Elite infantry with 2-damage weapons become comically impotent He's just a different solution to a similar problem that you'd tackle with 20-30 Chainrasps or 20 Reapers that will be constantly healed up by Spirit torment and/or Guardian of Souls
  12. This is something that I also immediately noticed. We essentially play games with what would be around 1650 points lists in the old codex. While there are some potent additional defensive buffs, they do not make up for the many wounds we lost. Especially not against shooting, charge impact hits and getting double turned. What we did get however is much better healing of units that haven't been wiped. That brings us to an interesting conundrum. Wave of Terror wants to shoehorn us into a pure MSU playstyle, while the lethality of the game and our good resurrection clearly ask for reinforced units. There is no good middle ground so we need to find out what is the overall better approach. I wouldn't be surprised if at the end of our experimental journey with the new battletome, a unit of 30 Chainrasps becomes one of the tournament-staples that we build around. I kinda hope not as I would like a different playstyle for me personally. And in the old battletome, 30 Chainrasps and 20 Reapers were the core of my builds that virtually never let me down. And those 2 units almost didn't change at all, except that they can be supported, defended and healed even better and do a tad more damage. So I'm hoping more than anything else, that I can play around all the other cool new toys and tricks instead of sticking to the ol' reliable.
  13. I really like Slitter. Against elite Infantry it bumps up your damage by killing one outright with a surprisingly high chance. If you think about it, a 3-wound model dies on a 4+. It's like dealing 3 mortals before the fight without allowing a ward save. Against hordes, you kill the first poor soul in front of you, usually on a 2+. With that you're wedging space open to pile into, which brings only more models within 3" range. Slitter is also so good for that because now the Cairn Wraith doesn't just do the damage against hordes only. He gets buffed by them but you can unleash the full damage against anyone else. So piling into a newly formed hole in the screen and using his 2" range can get him to the juicier targets where you dramatically trade up
  14. Fair warning, that's absolutely not true. Rerolling failed hits on a 4+ to hit is the same as hitting on 3s. Even with Frightful Touch or considering the variance in so many attacks, there's no appreciable difference. Which is also why they only went from 155 to 160 points. Perfectly fine by me as they've always worked really well While the Reapers statement was objectively false, here I disagree subjectively. I LOVE the new Hexwraiths. You left a single Hexwraith alive? Tough cookie, he'll retreat and charge and still do the full impact mortal wounds. With their +1 to hit with their main attacks, +1 to wound for horsies and potential extra rend, they really didn't lose that much damage by losing old Frightful Touch. Unlike Spirit Hosts who were completely neutered, Hexwraiths now have the potential to deal more wounds even against high save targets. The impact mortals right till the last rider comes on top of that. And Phantasmal Advance is insanely useful, better than 9" teleports to steal objectives, block movement and other shenanigans.
  15. I thought Bat Swarms don't exist anymore as a unit ๐Ÿ˜ณ
  16. I love guessing games. And I agree with some of your guesses so far. But 3 damage? Morngoul has always been our most expensive unit. 50% over the Black Coach. And now we see 200ish points units like Lady O and Black Coach go well over 300 points. Even Briar Queen and entourage go up 100 points. So my guess is that he will be well over 400 points. Let's look at another brand new (leaked) datasheet for Sylvaneth. The Spirit of Durthu will cost 375. 4x damage 6 attacks 2x damage 3 attacks 6x damage 2 shooting over 15" He can teleport from one wyldwood to another and on a 3+ he makes opponents fight last. There is no way we get as much damage even with an over 400 points model. But I expect to get a much bigger boost than just going to 3 damage. So here's hoping
  17. Chainrasps greatly benefit from big units in the same way that other than them only Grimghast Reapers do. It's not just a great defensive buff to survive until the next regeneration hits you. They can also fight in two ranks, which boost their offensive output more than their pure stats would suggest. And even in a big blob you can fit them in a small enough footprint that the "wholly within 12" auras our heroes have encompasses them all. So yeah, I'm a big fan of 20-man Chainrasps
  18. The next General's Handbook will hopefully introduce new Core Battalions. And if we look at what WarCom had to say about the direction they want the game to go for the next season, I'm pretty confident that Nighthaunt can make good use of a new Core Battalion. Seeing how we spam battleline ๐Ÿ‘Œ For comparison, the Core Battalions we have now naturally have nothing for battleline but a Battalion specifically for behemoths
  19. I'm happy to say that in the battletome his movement has been upgraded to 8". Similar deal to Craventhrone Guard whose save was upgraded from 5+ to 4+
  20. I did that recently but also made him my general with reroll all hits and wounds. The reason was that I played against a buddy who plays Khorne and not very competitively at all. Our games are still more teaching lessons for him still. So even with the old book, I basically had a near 100% win rate. That's why I tried weird janky stuff with almost more heroes than regular units Long story short, Lord Executioner destroyed several hundreds of points on his own. Even had one combat phase where he dealt the full 15 damage. Didn't even accompany him with Spirit Hosts, I meant for him to die early. But against a very casual player, he went nuts like Gotrek Next time I'll try Cairn Wraith. I actually have no idea how many attacks he realistically gets
  21. Nooooo, it has to live on. And we as a Nighthaunt community, definitely need a successor for the new codex ๐Ÿ‘Œ I'm sure everyone can help out here and there.
  22. New General's Handbook does away with the MONSTER shenanigans of Ghur and will emphasize troops choices That's a big fat buff for Nighthaunt in my book ๐Ÿ˜๐Ÿ‘Œ
  23. Harridans deal more damage per model than Reapers even against 3+ save targets. Both unbuffed and with their respective buffs. On any save worse than 3+ they deal dramatically more damage actually. In reinforced units and against units with a bigger footprint where the 2" range comes into play, the damage output in total reverses naturally. Because Harridans work so well against Monsters and elites while Reapers against hordes, I see them working really well together in an army. For the first time we have an actual reason to run both in a list with distinct roles. And I fully expect Reapers+Harridans to be one successful core of a list that itself will be distinct with lists spamming Bladegheists as Scarlet Doom instead. Both these builds heavily featuring Hexwraiths for speed.
  24. I'm blanking out here, can someone explain the Reaper of Sorrows artifact to me? 1 melee weapon. Before the attack you pick 1 enemy unit within 1" and try to beat their bravery. If you succeed that weapon's rend goes to -3 against that unit. It goes to -4 if the target is terrified. But the opponent is always automatically terrified, even 2" further away. So when does the -3 rend ever apply? Technically you don't get the extra rend against Nighthaunt, but... you know... So when else is that weapon on a successful bravery roll ever not -4?
  25. Only realized just now. We didn't get free faction terrain.
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