Jump to content

The_Dudemeister

Members
  • Posts

    244
  • Joined

  • Last visited

Posts posted by The_Dudemeister

  1. I'd need to double check but I think every tournament placing list I've seen has a unit of 4 Banshees. 

    Gotta say I also had good experiences with them. Haven't been in any tournaments but my local meta is equally magic heavy. In some games they prevented way more damage than our other great defensive abilities like -1 to wound etc. 

    Not just by protecting against literal Mortal wound spamming but also preventing an enemy unit to benefit from buffs. 

  2. 2 hours ago, Rors said:

    If NH can still use those two old subfactions though I wonder what list tech opens up with the new legance abilities and items.. Reikenors subfaction was fast and that was back when they were M6 ghosts. Possible zoomies list?

     

    You cannot use the old Emerald Host anymore, because it has been replaced. In Matched Play you can only use the newest rules from legal sources which is Emerald Host from the new battletome and Reikenor's Condemned from Broken Realms.

     

    But it's all good points, I haven't really checked out Reikenor's anymore since then. Reikenor counting as general too and Dreadblade copying the +6" movement on Chainrasps CA can really be wild.

  3. On 7/7/2022 at 10:10 AM, Fabbbio said:

    What do you guys think about having an extra spell as enhancement for warlord batallion and giving spectral tether to lady O?

    Spectral Tether is my go-to spell for Lady O. It's so versatile for her, I love it!

     

      

    23 hours ago, Inferno said:

    First list, was not competetive enough.
    Second shot is:

    Which spell for the GoS?

  4.  

    Army Faction: Nighthaunt
     Army Subfaction: The Emerald Host
     Grand Strategy: Take what’s Theirs
     Triumph: Bloodthirsty

    LEADER
    Guardian of Souls (150)
     General
    – Command Traits: Master of Magic
    – Chill Blade
    – Artefacts: Midnight Tome
    – Spells: Seal of Shyish
    Spirit Torment (115)
    Dreadblade Harrow (145)**
     Artefacts: Arcane Tome
    – Spells: Seal of Shyish
    Kurdoss Valentian (210)**
    Krulghast Cruciator (150)**

    BATTLELINE
    1 x Chainrasps (220)
    Hexwraiths (160)*
    1 x Grimghast Reapers (320)*
    Hexwraiths (160)*

    BEHEMOTH
    Mourngul (300)

    ENDLESS SPELL
    Purple Sun of Shyish (70)

    CORE BATTALIONS:
    *Bounty Hunters
    **Command Entourage – Magnificent

    TOTAL POINTS: (2000/2000)

     


     

    This fine list just hit 2nd place in the 9-man tournament Coliseum Of Sigmar Carnage GT. Beating 1st and 3rd on the way while only losing to a Deepkin list. And yes, it brought a Mourngul 👏

    The 6" aura for -1 to hit and the self-healing still seem to have a place in our lists. Combat-wise it's a little weaker than new Kurdoss even with the old Frightful Touch (2 mortals), but it also benefits way more from -1s to save.

     

    I'm really hoping for a complete overhaul to make the Mourngul an actual beast in melee and have some additional shenanigans like a large terrify-aura with minuses to bravery or something. But he currently still works with the new book and just needs to be priced closer to Kurdoss than to Olynder


  5. Mortals Terminexus was buffed by extending the range from 12" to 18"

    Shyish Reaper and Vault of Souls have been nerfed considerably by removing all boni against terrified units. 

    Shyish Reaper doesn't get the +1 to beat the save characteristic anymore

    Vault got double-whammy'd. It doesn't deal a Mortal on 5+ against terrified targets and after it explodes it's not d6+1 mortals anymore. 

    Was that really necessary? Nighthaunt have the single most expensive set of faction Endless Spells after the latest points adjustments

    • Sad 1
  6. Quote

    ‘Once per battle round, if your general has the Nighthaunt keyword and issues a command, this unit can issue the same command...

    Dreadblade's copy ability now specifically doesn't work with Nagash anymore.

     

    Namely Nagash has this fantastic command ability, which now can only be issued once:

    Quote

    Death Magic Incarnate: 

    You can use this command ability if this unit is on the battlefield at the start of the combat phase. The unit that receives this command must be a different friendly DEATH unit. Add 1 to ward rolls for that unit until the end of that phase.

     

     

    @EnixLHQGet well soon! I also only just recovered and wasn't sure wether to pray to Nurgle or to Nagash for that sweet sweet release 😇

  7. I have a use for Covetous Familiar!

    It's perfect for a hero that is close to Harridans. Doesn't even need to be directly babysitting them or be engaged with the same enemy unit. It's 6" for Harridans to smell the blood of the living and Covetous Familiar deals a guaranteed mortal wound (instead of something like needing a 2+ roll). 

     

    For allies I can also recommend the Coven Throne. These fine ladies have the Malignant keyword, come on James...

    Anyway, everything it does is completely self-sufficient and doesn't need other Soulblight units to function. She brings a very strong spell to the table that makes her untargettable for one unit that opens itself for all kinds of shenanigans.

     

    Now she also has 25 weak attacks. Nothing to write home about. But than there is her Command Ability, holy smokes. +1 to hit, +1 to wound and +1 to save. In Soulblight that would bring her attacks to an okay level, so they rather use it to buff a real combat unit. In Nighthaunt however she fights against units that get several minuses to save. And as they are debuffs on enemy units, her being an ally doesn't matter. I tried bringing her to friendly games just to accidentally see her soundly outdamage Kurdoss and a beefed up KoS combined. Oops

    (On a more cynical note. I will never forgive Legions of Nagash back in the day using Reapers so much more efficiently than we ever could. Which forevermore raised their points costs while we continued to head down to the 3X% win rates. Now it's our time to make better use of their own units.)

    • Thanks 1
  8. 9 hours ago, EnixLHQ said:
    • Did you guys catch that Reikenor's candles no longer target enemy models? Because I didn't. That's been updated throughout the guide.

    Oh no, that's a considerable nerf. One of those that isn't nearly bad enough to reconsider anything about him but will be felt in several games nonetheless. Makes me sad 🙁

  9. 29 minutes ago, MotherGoose said:

    My question is - how do they play in comparison to my other armies

    As a fellow Necron player, that's easy to answer: Canoptek Wraiths

     

    4+ Invuln, fall back and charge, high movement, "fly". Sounds familiar? Now imagine an army full of Wraiths (or Harlequins for that matter) and you basically get the jist of it.

     

    FEC and Soulblight with their generic lists play more like fully supported 20-man Warrior blobs where you can reasonably out-attrition your enemy. If you can sit on an objective and let the enemy come to your beefed up castle, that's the dream.

    While Nighthaunt/Wraiths are fast, higher-quality wound models that charge right up there in the front. You reasonably heal a bit here and there and get a model back. Not to the same extent as FEC and Soulblight, but every brought back model is also a bigger deal.

     

    It's a slightly different take on undead style armies but still fits right in there

    • Like 2
    • Thanks 1
  10. Purple Sun of Shyish

    Quote

    CV 8, set up wholly within 8". 8" flying move

    Subtract 1 from save rolls for attacks that target units within 6" of this endless spell. In addition, roll a dice for each unit within 3" of this endless spell after this endless spell has moved. On a 1, 1 model from that unit is slain.

    What an amazing endless spell for us and Midnight Tome specifically. Also a 16% chance to kill any hero within 6" every time. 😍

     

    Prismatic Palisade

    Quote

    CV 5, set up wholly within 8"

    Units within 6" of this endless spell cannot make shooting attacks. Add 3" to the range of this ability at the start of each battle round after the turn it was summoned

    This one is unfortunately a nerf. Before, we could cast it in the back and it would block line of sight. Now we have to cast it deep behind enemy lines where we assume the shooting unit will stay and absolutely not move 6.1" away from it.

     

    Shards of Valagharr is exactly the same except the last sentence adds a nasty tidbit:

    Quote

    In addition a unit that is ensnared cannot fly or be removed from the battlefield with an effect that would allow it to be set up again in the same turn

     

    These are the only ones I've seen and I think they're all of interest for Nighthaunt one way or another

  11. Pictures of the two new battalions have been leaked.

    Oh boy, there's no mention anywhere that the +1 damage to Galletian Veterans-Battalion has to be filled with GVs themselves.

     

    If so, it means we can happily put our Hexwraiths in there to absolutely murderkill unmounted battleline under 5 wounds. Meanwhile Bladegheists etc go into the battalion that makes each model count as 3 and will be accompanied by a Krulghast.

     

    As already mentioned, we make out like a bandit here. But there are many armies without any options at all. Neither to mitigate damage nor to go to mounted or very huge battlelines etc. I thought this season was supposed to encourage horde armies. But this battalion singlehandedly will keep them all out of play except for the armies that have to take them as a tax.

  12. 47 minutes ago, Warbossironteef said:

    I actually think it's huge deal and is a big problem for NH that you'll have to figure out.

    Krulghast Cruciator

     

    As a matter of fact, I think it's a huge problem for a multitude of armies. Nighthaunt specifically not being one of them. With the Krulghast and a very great mounted battleline option we have probably the most tools to counter it

  13. What are your big winners out of all this?

     

    Aura of Dread as more hordes mean more meaningful morale rolls

    Spirit Drain is specifically anti-horde and our only damage spell with 18" range on top

    Suffocating Gravetide that works similarly

    Vault of Souls


    Bladegheists

    Harridans both because they can now fight in two ranks and deal much more damage than Reapers per model

    Krulghast will hard-counter the battalion that gives +1 damage against battleline which will prove very popular

    Reikenor with his spell dealing up to 2d3+1 mortals

    Cairn Wraith BEYYYBLAAAADE

     

  14. 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

  15. I'm more interested in the new battalions. One of which makes every model count as 3 for objectives, which will be extremely popular. The other one gives Infantry +1 damage against these battalions. 

    Hello Krulghast! Only pros and no cons for us

  16. 11 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. 

    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

    • Like 1
  17. 2 hours ago, Liquidsteel said:

    Went 3-2 with Scarlet Doom at a small but extremely competitive 2 dayer this weekend, finished 4th out of 18.

    Congrats 👏

    How did Ruler Of The Spectral Hosts perform for you? I'm still on the edge for that one

  18. Between your BGs doing little mortal wounds, Kurdoss whiffing 2+/2+s, opponent saving despite -3/4 to save, your rallies going to waste etc... you had some good reminders that we're still playing a dice game. I feel you 😂

    6 hours ago, Boggler said:

    The BGR only did about 10 bonus MW's in 3 games. Emerald Host will hopefully be more consistent.

    I'm still on edge which one I prefer. Bladegheists really up the damage of the army... if you don't whiff lol

     

    On the other hand, Emerald Host is a solid extra shooting attack. If you think about it, that's pretty much how this subfaction works. Just like a shooting unit it deals damage once per round, not per turn like melee. Think of free, additional units of Craventhrone Guard outside the battlefield, armed with crossbows that still hit without needing line of sight but not with insulting 12" range. And hitting on 2+ instead to boot.

     

    While it deals much less damage than Scarlet Doom BGs, it deals pinpoint damage to units that we might not even reach at all times with our conventional means, precisely because we don't really participate in a whole phase of the game. And mathhammer only ever gets you that far, because sometimes you charge your BGs into a unit that they would've easily killed even without the extra mortal wounds. Adding all the MWs up per game can be quite misleading to ourselves. Meanwhile "shooting" attacks don't even need to kill to already be worth it. From bracketing big beasties to softening up melee heroes that the opponent then becomes more wary of engaging for the high chance that they now die before activating etc

     

    So if that sounds enticing to you, give Emerald Host a spin.

  19. The confusion comes from the relic being future-proof. It's easy to see how units can potentially be buffed to not become terrified, like maybe Orruks during a WAAAGH (which in lore is the biggest counter to Nighthaunt) or a rewrite of inspiring terrain etc. That's why it's written a little clunky and wordy

     

    Currently the relic only does -4 rend if you beat the bravery or nothing at all. Technically -3 rend against Nighthaunt as they're the only ones not getting terrified for now. 

    • Thanks 1
  20. 5 hours ago, EnixLHQ said:

    The ward bypass is a slightly different bag. This can either be really powerful against certain armies (like ourselves), but can also fall flat hard against others. By no means a bad choice, but unless you're fairly certain to face warded armies I'd not take Quicksilver just to get these guys as battleline. You can still take them as non-battleline.

    I agree in principle. But on the other hand, I also think that ward saves are handed out way too liberally nowadays. Once a staple of mainly Death armies, there are now several other armies who have a 6+ ward as their generic allegiance ability.

     

    But more importantly many individual units whose whole shtick is to be tanky either do it via innate wards or they get beefed up with wards. Denying wards isn't all that niche anymore and with retreating and charging + good movement, we can easily pinpoint those units with Harridans.

     

    So we don't even have to look for those few extreme units like Lady Olynder and Gotrek to... hmm, wait a second. I think it's mathhammer time!

     

    Ah yes, it takes 8 (eight!) Kurdosses to simultaneously strike to have a little over 50% chance to kill Gotrek. A 10-lady unit of Harridans with their buffed profile has an over 80% chance of slaying him outright. Cute 😵

    • Haha 1
×
×
  • Create New...