Ranzou
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Posts posted by Ranzou
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It is time to show our ghosts?
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14 minutes ago, lare2 said:
What are people's thoughts?
As for me - without 60+ models of battleline I can't imagine roster. For me the easiest way is to keep them alive.
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14 hours ago, Boggler said:
Barge Through Enemy Lines/Desecrate Their Lands
Don't you think that hexwraiths are better for that role?
1) 24" +d6 is enough to be everywhere
2) enemy cannot block deepstike with his units being 9" closer to your point of interest
3) they aren't galletian so no +1 damage against
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Oh my, geminids for 40pts is real bargain. Denying commands is huge.
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12 hours ago, Vastus said:
Just looked through all the Endless changes.
Where can I find those leaks?
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Pitched Battles 2022-2023 – Season 1 are out.
Zero changes for Nighthaunts.
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10 hours ago, EnixLHQ said:
Let me just leave this here for ya.
And lastly, knowing no range or boundary, she can issue her own Command Ability, No Rest For the Wicked
This is not a command ability.
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6 minutes ago, Rors said:
myrmourn
They are not battleline and there are no option to make them battleline.
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49 minutes ago, Aeryenn said:
What else do I have?
Try to use more rasps - 20 of them with all buffs and debuffs are enough to be good screen.
Also - executioner or hero with pending is stable shademist-like debuff.
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9 minutes ago, dmorley21 said:
Nope. They cleaned it up so you only get the bodyguard save or the Ward save, not both.
Reread rule. Truth is yours. Thiss roll is INSTEAD of ward roll.
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1 hour ago, lare2 said:
Quick question, if Lady O fails to fob off a wound to her SH entourage, can she then roll her ward save? I believe not but my friend, who also runs NH, believes she can.
*disregard this, I cannot read*
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Also - don't forget. They can MOVE over your units, but can't charge.
If you go first - use your hexwraiths for 24" wall of bodies and all other army as backbone. You can spread your army so there will be no room for 110mm bases +3" all around. If they can't finish their move - they can't move, and they can't charge over your models.
If you go second - you have chances for double turn and you definitely protected from it against you.
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20 hours ago, Aeryenn said:
How do you deal with Giants?
Also - refreshed photos.
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2 minutes ago, EnixLHQ said:
This and the Mortis Engine would be my first two questions.
I have the answer to Mortis Engine. It is operated by Necromant, a meatbag from another codex.
It's like looted wagon in ork codex - something ghostly, but looted by meatbag,
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Don't you see any problem in stalkers, who have two-handed glaive (the longest weapon in whole nighthaunt army) with only 1" reach?
What about wikipedia?
QuoteTypically, the blade is around 45 centimetres (18 in) long, on the end of a pole 2 metres (7 ft) long
Weapon of 2.45 metres long with 1" reach. LMAO.
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9 hours ago, Benlisted said:
What's the herohammer type of build looking like list wise? I'd assume Kurdoss and some LEs?
Here I tried exactly that type of roster - pure herohammer. Big blob of haunt flesh with overlapping buffs.
Also - found interesting thing - executioner became much more brutal with 2" reach and 5 -2 2 attacks.
As all what we know 5+ ability to steal CPs from Kurdoss happens... never? So, I found idea to change him for Executioner in the roster above.
-1 attack, -1 rend, but stable passive debuff to highest threat for -1 to wound, freed points can be exchanged for additional hexwraith unit, which is great.
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Ok, what about another grieving legion roster?
Spoiler+ Leader + Dreadblade Harrow Guardian of Souls: General, Master of Magic, Soul Cage Knight of Shrouds on Ethereal Steed: Pendant of the Fell Wind Krulghast Cruciator: Lightshard of the Harvest Moon Spirit Torment + Battleline + Chainrasps: 30 Chainrasps, Hunters of the Heartlands Chainrasps: 30 Chainrasps, Hunters of the Heartlands Hexwraiths: 5 Hexwraiths Hexwraiths: 5 Hexwraiths Spirit Hosts: 3 Spirit Hosts + Other + Bladegheist Revenants: 10 Bladegheist Revenants, Hunters of the Heartlands Nighthaunt: The Grieving Legion Grand Strategy: Hold the Line
Idea is simple - two big blobs of rasps under unholy trinity (GoS, Torment, Cruciator) with hexwraiths and bladegheists as counter-charge.
Another variant is 20 rasps 20 reapers 6 hosts. Same points.
When we need to stay - general says Discorporate to first blob, Harrow copy it to second.
When we need to attack - generals says AOA to first blob, Harrow copy it to second.
KoSoES here to lead the attack and debuff with -1 to wound.
WoT gives -1 to hit.
Cruciator covers for -1 damage.
Torment and GoS take up buddies.
And hosts here are for babysitting our heroes.
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46 minutes ago, Iksdee said:
Got the Warlord battalion but dont know if we got any good artifacts to be honest.
You can always add two artifacts:
1) Lightshard - simply add one attack to all your ghosts is a huge boon
2) Arcane tome - we have great magic, so why don't you use it?
Also you can make very killy Executioner by giving him cloaked in shadow trait and weapon artifact by your taste.
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Saturday gifted me game against Sons of Behemat.
My list was:
SpoilerOlinder* - shademist
Kurdoss*
GoS* - master of magic, soul cage
Cruciator* - lightshard
Torment* - arcane tome, seal of Shyish
20x rasps **
10x reapers*
10x bladegheists **
5x hexwraiths **
3x hosts*
2x chainghasts*
Geminids
*Warlord
**Hunters
Against me were 3 different Megas and 3 Mancrushers.
Mission was 5 objectives 12" between
SpoilerHe won deployment and forced me to go first.
First turn:
SpoilerI failed all but Geminids cast (Torment even lost wounds by mortals on miscast), made minor movement forwards to constest central objective. Geminids moved where their bases made a lot of troubles to put giant bases. BGs were sent to garrison ruin at right.
Sons their first turn managed to move forward, but were caught by geminids. Hexwraits redeployed a bit backwards. Only Mega at left and central mancrusher tried to charge but failed - redeploy helped a lot.
Second turn:
SpoilerSons got double turn.
Heroic action was made to unbind geminids to clear path for megas.
Two lesser sons stayed at homescoring, all three megas with last mancrusher came to 3" zone. He tried to break the garrison and failed. After all charges I lost around 5 rasps.
Left mega tried to kill hexwraiths - I lost 3,5 of them.
Central two smashed into rasps - but one after another, under discorporate, they lost all but 4 buddies and stayed! Cruciator with -1 damage made A LOT here. Attacks against heroes were intercepted by hosts. At counter I used lightshard, Kurdoss took place of fallen rasps and onetapped single mancrusher before his attacks.
Garrison of BGs with last rasps and half of reapers took 31 wounds of 35 from right mega, Olinder with other half took 15 from central mega, wraiths with torment 11 from left mega.
Here comes my second turn.
Olinder lifted here veil and took last 4 wounds from most wounded mega, no rest for the wicked returned dead hexwraiths and rasps.
All haunts managed to retreat, BGs moved to right homescroing mancrusher, hexwraiths with torment to left.
Olinder with Kurdos, last rasps, chaingheists, hosts came for left mega, other heroes with reapers for central one.
With so many WoTs after charge phase two lesser and one mega were made to fight last, BGs ate lesser at right, hexwraiths ate lesser at left, Olinder with Kurdoss ate mega.
Third turn:
SpoilerIt was simple - no double turns, no possibility to change anything, last mega killed a bit of ghosts, afterwards - wiped by other.
My thoughts:
1) Rasps under all buffs and debuffs are the core of staying power here. They can take so much damage and still stay were you need them.
2) BGs are still great damage dealers, but hexwraiths for me were better - they faster, they are battleline, they have much smaller footprint
3) Hosts are autoinclude now if you have more then two heroes
4) GoS, Torment, Cruciator are staples. Only after this three buddies you can begin roster construction
5) Olinder and Kurdoss now are really killy haunts
Or, I forgot the main;
Multiple WoTs and Discorporate are SOOOO OP.
Nighthaunts are much higher tier now.
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8 hours ago, EnixLHQ said:
Yep, I've got 10,010 points of Nighthaunt. With all but 3 of them painted.
Impressive.
As for me - only 6385.
But fully painted.
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I don't thinks that 1cp equal to 145pts. You can easily get more cps just by farming battalions.
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33 minutes ago, Rors said:
if a model was removed not if a model has a wound
Warscroll have magic word "OR" between those two articles.
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4 minutes ago, lare2 said:
Quick question, do any of our units include command models? Therefore, can they give command abilities? Normally a warscroll would say something like 'this unit is lead by...' Ours just says stuff like '1 model can be x'. Thanks in advance.
Elites don't have commands, otherwise unit leader is command model. Example - hexwraiths and reapers have leader, bladegheists and hosts are elites and they don't have command models.
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Everybody noticed that Kurdoss have now 2" club?
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AoS 3 - Nighthaunt Discussion
in Death
Posted · Edited by Ranzou
Everybody mentioned new coherency rules? 6 models = 5 models. Great rule for our bodyguards.
Also - look out made unmount heroes immune to shooting > 12".
Price drops are always sweet.
Great changes!