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Rors

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Everything posted by Rors

  1. Been inspired to share some of my nighthaunt. The idea behind the theme is they're meant to be in sunrise colors. I call them the dawn haunt legion and even wrote up some really nerdy backstory for them. I kinda wish I had gone with the monochromatic scheme with the one pop color though. That scheme just looks so good.
  2. I feel like if unbinding was changed in the core rules to require line of sight, grinning blades could become a really competitive magic army. The spells seem good, just not the casters. That would change if they could cast without fear of unbinds though. On a more practical note, I saw a combo in a talk with AoS Coach where the general can pass off wounds to the incarnate on a 4+. Seems point heavy but a very resilient centre of the army that can't be retreated from seems in theory like a good way to both protect the boltboyz and let a sludgedraker keep punching for longer.
  3. The bloody bed sheets style is becoming more of a classic scheme than the official GW version, it just works so well on them.
  4. Hopefully if they bring in ballance updates they'll do so again when 3.4 comes out in 5 or so months. All in all I'm keen for GW to be more responsive. The balance of the game has been getting a lot better and I'm fine with NH getting toned down. There's other factions that have been stronger for a lot longer though.
  5. Yeah poor beasts have a rough time with Night Haunt. Before their update they were one of the weakest books and against night haunt they're basically playing with their old book.
  6. I accidentally posted this in the AoS2 chat awhile back. There's a tournament (sovereign smash) coming up and I'm thinking I'll take my night haunt. I have a fairly meme list I'd like to share for thoughts. The idea is to follow these strategies as a basic idea for how the list functions: - rasps go into the underworld - wait until there's space in oppents territory and drop them down for Barge through enemy lines (extra VP), then probably go for Desecrate lands the next turn. If I drop them turn 3 or 4 I can bait hunters out of position or focus on removing them. - GoS and Harrows are CP engine for the list. 5 redeploys, ward saves, or all out attacks a battle round as needed. Towards end of game Harrows become teleporting objective stealers. The artifacts give me one turn to utterly wreck a problem unit with the +1 attack bubble and one turn where I can reload Banshees that are damaged. They'll usually either kill or die but I had room for another artifact so why not. Banshee spam is the core of the list. The idea is to always be trading and MSU multicharge. They're simultaneously screens and hammers. With redeploy I can bait it so that the when one banshee is charged, on my turn I can trade up and multicharge that unit. Double turn hurts but it also resets my CP farm. If I can't redeploy to safety I spam 5+ wards. In a magic meta this many Banshees also just hard counters magic Dom lists. I've had alright success play testing the list, I'm most concerned about facing off against other Night Haunt, unless they bring Nagash. Banshees are great at wrecking high armor so an ethereal opponent is going to dramatically reduce their output. Allegiance: Nighthaunt - Procession: Emerald Host - Grand Strategy: Fright or Flight Leaders Dreadblade Harrow (145)** - Artefact: Lightshard of the Harvest Moon Dreadblade Harrow (145)*** - Artefact: Beacon of Nagashizzar Dreadblade Harrow (145)** Dreadblade Harrow (145)* Reikenor the Grimhailer (190)* - Lore of the Underworlds: Lifestealer Guardian of Souls (150)* - General - Command Trait: Cloaked in Shadow - Artefact: Cloak of the Waxing Moon - Lore of the Underworlds: Soul Cage Battleline 3 x Spirit Hosts (125)**** 10 x Chainrasps (110)**** 10 x Chainrasps (110)**** Units 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) Core Battalions *Command Entourage - Magnificent **Command Entourage - Magnificent ***Bounty Hunters ****Expert Conquerors Additional Enhancements Artefact Artefact Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 89 Drops: 16
  7. It doesn't suck at all! At the local club you'll have a great time. I've not used fomoroids but I think in this edition they'll be really interesting. Cheap access to roars and stomps that can't be stopped this edition. When you pull off the combo and have your warriors fight twice into a unit the war shrine has cursed with chosen buff up you'll feel like a god. Karkadraks struggle with a rend shortage but pump out crazy damage against stuff with medium to bad saves. Knights are a bit overcosted for what they do but not so badly that you'll feel disadvantaged in most games. Khorne DP are the strongest option in the book and probably one of the stronger options in all of AoS purely because of their command. As you build your collection you'll want more mortal heros to summon units if you're interested in a ravager list. At the moment you might want to consider cabalist's for your subfaction. Sacrificing warriors isn't super efficient but they also get a unique spell that reduces movement. Combine with a Khorne DP *chef kiss* suddenly that unit of dragons that your opponent put all those points into are sitting there unable to do anything.
  8. I think lifestealer is fine. It'll help keep your general alive as you occasionally rolls 1s and 2s for body guard. In terms of Seal, you could in theory, give your Tourment a ward and let him take a few wounds with less risk before you start putting them onto the spirit host. You can do the same strategy with Olynder, you don't need the body guard to tank everything, you can let her take a few wounds then start guarding, spreading the damage keeps everything around a little longer. That said you could also use a CP to do that and then you don't need to worry about failing the cast or being dispelled, and you could still take lifestealer to heal. As you play games you'll get a feel for what works for you.
  9. Looks good. Only thing I'd say is remember that your list is very focused on bunching up. In a blob you'll smash through stuff but at some point in the game you'll also need to work out the trigger point to spread out and nab objectives. This isn't a recommendation to change your list more a consideration for how it will play. I think you'll get your best results generally playing as an aggressive castle that looks to cripple their strong pieces in the first turns then start looking for victory points. On the battles that tend to push everything into the center, you'll find this a lot easier, the battles that spread out objectives further, you'll need to really consider when you stop blobbing and start spreading. Oh, I'd also recommend changing the battalion to battle regiment. You'll get a lot of advantage out of being one drop and going second.
  10. With that many spirit host your list already seems to be leaning into hero hammer to me. Chuck in lady O and have a blast watching them waste all their snake shots on spirit host body guard.
  11. Warriors is you are strongly encouraged to reinforce to keep stacking the armor. A unit of 20 is 400 points, two units of 20 is 800, then you want a sorcerer behind them. For half your points, you can hold two points on the battlefield pretty much for the whole game. This means they can't just objectives camp because the opponent will just ignore them and have an extra 1k of points to take the other objectives. So you need to push them up to challenge objectives at which point M5 is a really limiting factor. Warriors are good but expenses units that lack power projection are always going to be challenging. Ravager lists don't do one drop well because you need to spam heros. That said, I think Ravagers is a better subfaction for warriors because it shaws up their issue with board control. Since you can't one drop a ravager list anyway, the GV battalion makes sense for them.
  12. There's a tournament (sovereign smash) coming up and I'm thinking I'll take my night haunt. I have a fairly meme list I'd like to share for thoughts. The idea is to follow these strategies as a basic idea for how the list functions: - rasps go into the underworld - wait until there's space in oppents territory and drop them down for Barge through enemy lines (extra VP), then go for Desecrate lands the next turn. If I drop them turn 3 or 4 I can bait hunters out of position or focus on removing them. - GoS and Harrows are CP engine for the list. 5 redeploys, ward saves, all out attacks a battle round as needed. Towards end of game Harrows become teleporting objective stealers. The artifacts give me one turn to utterly wreck a problem unit with the +1 attack bubble and one turn where I can reload Banshees that are damaged. They'll usually either kill or die but I had room for another artifact so why not. Banshee spam is the core of the list. The idea is to always be trading and MSU multicharge. They're simultaneously screens and hammers. With redeploy I can bait it so that the when one banshee is charged, on my turn I can trade up and multicharge that unit. Double turn hurts but it also resets my CP farm. If I can't redeploy to safety I spam 5+ wards. In a magic meta this many Banshees also just hard counters magic Dom lists. I've had alright success play testing the list, I'm most concerned about facing off against other Night Haunt, unless they bring Nagash. Banshees are great at wrecking high armor so an ethereal opponent is going to dramatically reduce their output. Allegiance: Nighthaunt - Procession: Emerald Host - Grand Strategy: Fright or Flight Leaders Dreadblade Harrow (145)** - Artefact: Lightshard of the Harvest Moon Dreadblade Harrow (145)*** - Artefact: Beacon of Nagashizzar Dreadblade Harrow (145)** Dreadblade Harrow (145)* Reikenor the Grimhailer (190)* - Lore of the Underworlds: Lifestealer Guardian of Souls (150)* - General - Command Trait: Cloaked in Shadow - Artefact: Cloak of the Waxing Moon - Lore of the Underworlds: Soul Cage Battleline 3 x Spirit Hosts (125)**** 10 x Chainrasps (110)**** 10 x Chainrasps (110)**** Units 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105)*** 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) 4 x Myrmourn Banshees (105) Core Battalions *Command Entourage - Magnificent **Command Entourage - Magnificent ***Bounty Hunters ****Expert Conquerors Additional Enhancements Artefact Artefact Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 89 Drops: 16
  13. I played a game last knight against Slyvaneth and I don't see knights really having a place in lists. 4+ armor save just doesn't cut it for defense and you need to put so many buffs on them to make their output reliable that it's not points efficient. Warriors make great anvils, a block of 20 held up Ariel for 3 turns, but they're really difficult to position. They're slow and while we have a teleport, they also need to stay in the auras of our heros. Khorne DP was as always MVP. This edition I've found that the weakness with the book is the same as last edition, a lack of rend and damage. I had hunter knights and it didn't really help them, perhaps in other match ups. Outside of Archaon and or Varangaurd lists I don't think we have the tools for competitive play. With the new book around the corner I'm going to be putting mine on the self until it comes out to focus on my Night Haunt.
  14. I'd say the first list. Iron golems are just really efficient. @Khendall
  15. I'm surprised by the number of black coaches in winning lists.
  16. What do you have at your disposal to build a list with? If you're specing against that list and you have enough models to drop Nagash I'd start there. That's half an army and a shooting list is going to kill him fairly quickly. If you need to run him, use him really aggressively. He's going to die and you're better off racing to take out as much of their stuff as you can rather than keeping him around longer. Also, the more he kills the less damage he's taking. The other half of the army should be focusing on objectives and battle tactics. Thunder lizards don't do objectives or battle tactics very well but our infantry does so press the advantage in points with them while not letting them focus on anything but Nagash. If you dominate objectives and he goes down T3 it's fine, he'll have crippled their output and they won't have the steam to catch up in points. If mortal wounds spam is the issue you have banshees that can eat spells and Nagash for magic dominance. Don't forget we have a 5+ wardsave command as well. Last thing I can think of is use boat endless spell, use it to suicide a unit into a solar ark they think is safe and force them to deal with it while not being able to shoot you for a turn. There's also always the option if you're regular player agrees to swap armies for a game. You'll get a better feel for what his list does and also see what your own list is doing from a new perspective. If the issue is the lists are just way too unbalanced, well, now you get to experience a win.
  17. Well I don't generally write lists to counter other lists but there's a few units that will be helpful. A unit of banshees will mitigate a lot of the magic output. The mortal wounds from bladegeists will bypass the save and damage resistance on a bastiladon and take it down quickly. Lizardmen tend to use a ton of command points so both Olynder and Kurdos can be good options. Olynder will struggle to get spells off but is still okay utility and Kurdos is just a beat stick but remember he won't be as beaty due to their damage mitigation. The other way to go if you're getting shot/spell nuked is large blocks and spam 5+ wards. Win on objectives. With a huge number of ways to get out lots of high quality damage 1 attacks, night haunt should have an easier time into thunder lizards than say Big Waargh so really struggle with the damage mitigation.
  18. I'm 99% sure there was an update in White Dwarf that allows them to take marks. Same goes for the chieftain and ogroid.
  19. My go to list spams banshees and they're great. Taking 6+ units isn't something I'd recommend but I also have 4 harrows to spam redeploy. With endless spells becoming prominent and so many builds relying on spells to pull of combos they can really shut down the opponent. In MSU they're also really good for stacking up debuffs and their base warscroll is pretty much the best raw damage stats in the book on a points to damge ratio. They are extremely fragile though.
  20. Having played Malifaux I'm a huge fan of AA. It's a better design space, especially in wargames. For AoS to keep it simple I think firstly, you want markers to show who has already activated. I'd then take some of the rules design from Malifaux. Basic units get 2 activations, could be move, attack, shoot, whatever, you don't do all of them though you do two. Hero's get 3 activations. When a unit is activated it also makes both activations, so for example a unit could move (and charge if within range I'd make that an extra step of the same activation), then attack. Or move into range then shoot, or shoot then move back out of range. The other addition I'd port over from Malifaux and adapt for AoS is additional action tokens form the force with the lower model count. These are spent to disrupt activations. You get half the number of units you're outnumbered by rounded up. So for example if one player had 5 units and the other had 10, the player with 5 units gets 3 tokens. The player with those tokens can spend them (but only one at a time to disrupt alternate activations. With AA if you don't have a method to counter ballance uneven unit choices they player with more units has a huge advantage because of action economy. In the above example, once the other players 5 units had gone, the player with 10 units would get 5 activations with no disruption that could break balance. The balance to tokens is of you spend them, you get a double activation early (powerful) but now your opponents has even more units that can act without you having a turn. Using them correctly and deciding to have MSU or a few really strong hitters becomes a really important part of the strategy.
  21. Emerald host is also my favorite subfaction. That said in terms of raw output I think the other two have more reliable impact. I've not got a great deal of games in but it's often negated very easily. You can spike and get a lot of damage out, or only get one or two characters and do barley any damage. In terms of your list, I think you have a lot of options. Bounty hunting harridans attacking a unit that's in range of the purple sun is really nice. The cruciator will also help against their bounty hunters. I'm not sure what I'd change, I'm not a huge fan of hex wraiths and you already have plenty of options for damage. If you were looking for recommendations, I'd swap them for spirit host to protect your cruciator as he'll be a big target and loosing him will mean you loose other stuff way quicker too. It could just be different playstyle preference though, my suggestion might not be an improvement as much as just a change, make of it what you will.
  22. There's a Swedish lady, I've forgotten her name.. it starts with an R.. Anyway, she's been killing it with NH. From memory I think she's got multiple 5-0 results using large blocks of bladegeist in their subfaction.
  23. Has anyone tried chaos warriors with the new edition? I was about to try them but unfortunately had to cancel my game I feel like they're probably in a better place than they've been in a long time. Attacking with two ranks makes them a lot less pillow fisted. In this edition I see a few synergy options to make them a great unit to grind out combats. Any priest with curse makes all the extra attacks way better, and you can pump those numbers to the moon in khorne. With the right buffs there's probably no other unit in the game they can't tear apart, although it's such a slow deathstar that it will have the same problem Gotrek does. Still, there's probably a happy medium where they make a fantastic center for the battle line. Tzeentch units are super durable and combo well with a purple sun to make up for their lack of rend. Anyone's experience running them with the new rules would be appreciated.
  24. Yeah you could in theory put some spirit torment in the underworld for deepstrike, copy the movement buff and put the one per game extra attack artifact on a harrow. Shove a bunch of M11 glaive wraith stalkers with +3 to charge, an extra attack and rerolls to hit.. I wouldn't go and buy stalkers for this but there's something there if you already had them. Some hoards of chainrasp that can just pin their forces in and get extra healing from the sub-faction and the new buffs like discorporate (which you could also spam after turn 1). Kinda plays like grieving legion only faster and more durable but not as good at pinning. The more viable option between the two IMO.
  25. I wonder if that's just so other factions that haven't had their update still have their new-ish toys.. 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?
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