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darkdaysdawn

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Posts posted by darkdaysdawn

  1. On 3/29/2022 at 1:49 AM, Neil Arthur Hotep said:

     

    Or just make Ethereal "ignore all rend" and let positive and negative save modifiers affect it. That's another option that would make things more easy.

    I have played a game like that. It's way more fun - you get to play with all the rules and have to better manage CP. I wouldn't say it broke the game but it did make a least two units per round as tough as SCE.  My NH still lacked offense but at least it didn't feel like I was getting completely steamrolled. 

    • Like 2
  2. 4 hours ago, EnixLHQ said:

     

    Dunno, guys, I would rather just go through my days with a hopeful smile than a dour frown, wouldn't you?

    I'm hopeful that ethereal will be fixed. Anything else is gravy. IMO, ethereal has been the biggest issue in my games, and is the reason I switched to SBGL. 

    New units are fun, sure. But what I really want is a book with decent allegiance abilities. OK, and a proper monster would be nice too. 🙂

    I'm trying not to be negative, but man... It's been tough. Fingers crossed for the book.  

    • Like 1
  3. 16 hours ago, Malakithe said:

    I can see the Crossboos working kinda like a unit from 40k. Deepstrike them close to their target and shoot. Depending on other rules and support heroes and assuming the deepstriking mechanic is still there for the army wide ability, you could drop them down 12" out and fire through terrain or whatever to pick off something

    I also hink that's the likely best use for crossbows. If you can, put big terrain in the enemy territory during setup. Then crossbows deploy from The Underworlds in full cover, where they can shoot but not be shot. 

    • Like 1
  4. On 3/23/2022 at 9:23 AM, Liquidsteel said:

    "the spectral bolts of the Craventhrone Guard always hit their mark"...

    Hits on 4s 🤣

    Seriously, and only if within 12".  Pretty useless vs others, especially Kruleboyz and other new "Age of Shooting" units who can double that range and then some, even with crossbows. 

    Furthermore, low damage output and no mortals, while others are shooting poison at us? 

    Hope there are some additional buffs in the new book, else I'm not sure what to do with these guys. 

  5. 11 hours ago, Neil Arthur Hotep said:

    I think a lot of people in the general thread were overreacting to this guy's ability to do mortals at range with no real counterplay, but I think this take is underselling what the Scriptor brings to the table.

    What this guy can do for you, which basically no other units can, is threaten to deal an absolutely huge amount of mortal wounds out of nowhere if you don't deal with him. The odds that this happens early are not in your favour. But the odds that it will happen eventually are quite high. I did a few test rolls, and it's not uncommon to get two or so activations of this ability per game.

    You can't rely on the scriptor to just snipe out a hero with mortal wounds early in the game. But you can use him strategically. He needs line of sight once at the start of the game, and then he can go hide in an out of the way location far from where the action is happening. The opponent then has to make the decision whether they want to ignore him and risk 2d6 mortals on their most expensive hero or commit troops to remove him, which will probably leave them out of position. That can potentially be good. If this guy is ~100 points and threatens to chunk a 740 point Teclis for 2d6 mortals just by being on the board, then I could see him being worth running.

    So what you are saying is, Scriptor makes great bait if he chooses a key enemy hero. :)

    Maybe he's enough of a threat that opponents leave our other important heroes alone, at least for a while?  Thus, our response to the shooting heavy meta is now, "Hey, shoot this guy while I get my main heroes into position." Meh... Could work?  I do like forcing my opponent to choose one bad thing vs another bad thing. 

  6. On 3/18/2022 at 1:39 PM, Boggler said:

    I get it. We waited a long time for something. Anything.

    The problem is that this is it. This what they gave us. This ability does nothing.

    I was hoping the new book would do away with all the "if this, and this, and then this, but only if" garbage.⁸

    If anyone can tell me the positives then I'll gladly listen.

    Even if this guy had 8 3+ 3+ -2 rend D3 attacks this ability would still be garbage.

    Armywide bodyguard rule?

    We'll need it.

    I'm a bit underwhelmed too. He might be great, sure, but... It is not tactical or strategic to wait for a lucky roll. It's just luck.  Snakes and Ladders is a game of luck. Wargames are supposed to be strategic. 

    Maybe he'll be cheap enough to spam and that'll help buffer the luck aspect? Who knows. I was hoping for something more appropriate for matched play. I guess I still am?  Fingers crossed the rest of his warscroll makes up for the luck factor and Death constraint. 

  7. On 3/18/2022 at 7:42 AM, Bayul said:

    grmFterLcfbpTu8S.jpg

     

    Do I have to say

    "This unit going is to record the name of a judged soul!"

    Seems a bit melodramatic...

    No, and I won't either. It is not only grammatically incorrect, but also incorrect in its meaning. It should say... 

    "This unit is going to record the name of a hero who's soul will be judged."

    Souls don't have names. Heroes do. And the adjective (judged) should follow the noun (soul) that it modifies. That's how English works. GW's writers need help. LOL

    Nit picks aside, I think it lame that it doesn't work against Death. That's fine for Open and Narrative, but antithetical to Matched play. 

    • Confused 1
  8. On 3/7/2022 at 10:54 AM, EnixLHQ said:

    I know they're coming, I'm wondering just how many. As in, I already have 10,000 points of Nighthaunt, I have everything else in droves. If the box only contains one of the new hero (likely) and only one full unit of crossbows I might go the eBay route. Especially if they offer no other ways of getting those models.

    You'll get 1 scriptor and a unit of 5 crossbowmen. 

    The quantities are explicitly listed in the announcement for all but crossbowmen, but they are a unit of 5 in the picture (4 with crossbows, and 1 with a banner). 

     

  9. On 2/22/2022 at 2:09 AM, Kadeton said:

    Out of interest, why the big block of 30 then? If they're for objective grabbing, why not three units of 10 in the Underworlds, so they can opportunistically go for multiple objectives?

    Ah, I don't currently have Reikenor. Would you say he's worth picking up? (I don't have the Nighthaunt Endless Spells either, haha.)

    Re. 'rasps:  3 units of 10 is fine too, but I would still put them on the same objective.  You need 30 to last long enough.  The downside of 30 is you can actually lose the whole unit in a single combat -- it's much harder to take out 3 separate units at once.  The downside of three 10's is you will definitely give your opponent 2 points Broken Ranks (killing a battleline unit).

    Incidentally, I run my 'Reapers in three 10's because they do last longer that way in most cases (from my exp).  But they aren't battleline.  (EDIT:  They're totally battleline -- I temporarily misplaced my brain.)

    Re. Reikenor:  First, I love the model.  It was a pleasure to paint and looks awesome, especially leading a charge of 'Reapers.  Second, NH has very little use for magic from a distance, so I started taking Mortalis Terminexus so I could potentially do some damage turn 1, and maybe many turns after too.  Mortalis is not a cheap spell, and if you fail to cast it on turn 1, it becomes even less valuable.  For it to be worth 85 pts to me, it had to work, so bring in Reikenor with +3 casting.  Done.  It makes him more value for his points too because he can actually do something significant in turn 1.

    Re. your event:  Didn't realize it was a 1k event.  That's great.  I find NH works well at 1k (possibly because a lot of other armies don't?  But hey...I'll take it).  Be very careful not to take too many heroes.  You need to maximize unit count to survive.  I run 12+ units for 2k, so 6 at 1k is probably reasonable.  Two heroes then?  If you can?  Seriously consider Spirit Torment with Pendant -- he heals stuff every battleshock phase, not just yours.  That's huge, and often overlooked, and the Pendant makes sure he gets where he needs to be, or speeds up the troops he's hanging with.

    Good luck! 

    • Like 2
  10. On 2/12/2022 at 7:41 PM, Kadeton said:

    Thanks! Yes, I wasn't sure whether I was a bit top-heavy with three heroes. I picked these up second-hand, so some of the numbers don't line up with unit sizes, but here's what I currently have available:

    Lady Olynder
    Kurdoss Valentian
    The Briar Queen and Thorns
    Lord Executioner (x2)
    Knight of Shrouds on Ethereal Steed (x2)
    Knight of Shrouds
    Guardian of Souls with Nightmare Lantern (x2)
    Spirit Torment (x2)
    Glaivewraith Stalkers (x14)
    Myrmourn Banshees (x12)
    Hexwraiths (x12)
    Grimghast Reapers (x18)
    Chainrasp Horde (x40)

    I wouldn't say I had a strong plan in mind with this list - I'd really like to include Olynder because I love the character and the model, and the Hexwraiths seemed an obvious choice as the backbone of the Emerald Host and a bodyguard for Olynder. Beyond that, it was basically just juggling units to make them fit within the points. But I'm very open to suggestions!

    Not that this is a great list, but it'll do for explanation (of my strategy, anyway).

    - Army Faction: Nighthaunt
    - Subfaction: Reikenor's Condemned
    - Grand Strategy: Hold the Line
    - Triumph: Indomitable
    LEADERS
    Knight of Shrouds on Ethereal Steed (120)*
    - Artefacts of Power: Corpse Candle
    Lady Olynder (215)*
    - General
    - Spells: Lifestealer, Soul Cage
    Reikenor The Grimhailer (145)*
    - Spells: Lifestealer, Shademist
    BATTLELINE
    10 x Grimghast Reapers (155)
    10 x Grimghast Reapers (155)
    10 x Grimghast Reapers (155)
    30 x Chainrasp Horde (285)**
    6 x Spirit Hosts (250)**
    6 x Spirit Hosts (250)**
    OTHER
    4 x Myrmourn Banshees (75)*
    4 x Glaivewraith Stalkers (65)*
    ENDLESS SPELLS & INVOCATIONS
    1 x Mortalis Terminexus (85)
    CORE BATTALIONS
    -  *Warlord
    -  **Hunters of the Heartlands
    TOTAL POINTS: 1955/2000

    Notice I don't play Emerald Host/Hexwraiths.  That's mainly because I don't have any Hexwraiths -- it's probably to strong combo, but I don't have it.

    What I do instead is run a lot of small units and try to die slower than my opponent (that's about the best we can do these days -- we do not hit hard...at all...don't even try a full assault unless you absolutely know what you're doing).

    Spirit Hosts are in sixes because otherwise they often don't live long enough to be healed.  Lady Olynder and the Spirit Torment hang with the Spirit Hosts.  I try to get the formation close enough for Olynder to attack, but her ranges are so short and she's so fragile that she's easy to lose if you push too hard too fast.  

    Chainrasps suck.  They are not worth supporting, so I don't.  I take 30 and drop them on an objective, often from The Underworlds.  Then I forget about them, or I launch them at a big enemy with Death Comes Swiftly, and then I forget about them.  They're just a speed bump.

    Reikenor is there to drop Mortalis Terminexus.  Do it turn 1.  It might be the most damaging thing you do all game.  (ALWAYS use a corpse candle on Reikenor for +3 casting -- he can Heroic Recover later, or he'll get shot, so might as well get your spell off).

    Knight of Shrouds on Ethereal Steed flies with the Grimghast Reapers.  They are your vanguard.  Use them to advance and take out small battleline units, or hold up opponents.  You won't kill a lot of stuff, but you can use the formation's speed to engage enemies before they get to objectives -- delaying your opponent is about the best you can hope for.

    Glaivewraith Stalkers and Myrmourn Banshees usually go in The Underworlds.  Glaivewraiths are a cheep screen, that's it.  Banshees can be deadly, but usually just harass wizards, hopefully distracting your opponent for a few minutes.

    If the opposing army has a lot of shooting, consider putting as much as you can in The Underworlds, even your general(s) so that they survive turn 1 if you don't win priority.  

    Also, don't go first.  Go second, and try to go second every round until 3 or 4, and then if you get a chance, take the double turn.  Don't take a double turn early, else your opponent will get it later and you'll get tabled.

    So, to sum up:  Die slower; don't try to kill stuff; focus on objectives and battle tactics because you can't kill stuff.  Definitely do not try a full on assault, because you can't kill stuff.  Again, we are weak...just die slower.  Got the point?  LOL.  Good.  🙂

    Last suggestion:  Wait for the new book and cross your fingers they have fixed our poor, fragile, yet beautiful army of etherealness.

    Cheers.

    • Like 2
  11. Those are some great conversions.  And yes, the first one is exactly what I was talking about.  That's a good idea to combine them so they ended with more than two different sculpts.

    I think I've seen a Reikenor without the wings used for Hexwraiths in some way too.  Probably to make a Hellwraith.  That could look great.  And to keep it from looking too much like actual Reikenor, change the weapon, maybe?  How about the "Vampiric Sword" from the Vampire Lord on Zombie Dragon, with the gantlet too?  It'd be easy to do and anyone who plays FEC or SBGL will likely have a few to spare.  Might be able to change the face pretty easily too.   

  12. 2 hours ago, That Guy said:

    Let's agree to disagree. I'm not disagreeing that they're basically our worst looking unit and should get a visual update, but you can definitely work with the current kit. You have your right to have your opinion of course. There's several ways to make them look more their part just like these: 

     

    Yeah, I'm just kidding dude...people are free to buy whatever models they want and do whatever they want with them.  You do you!

    As for conversions:  Some people have just glued Grimghasts to the backs of the Hexwraith horses, which, I think, looks a little better than the base model, and it's not too expensive to do.  There are countless examples online.

    Personally, I was planning to combine Dreadblades with Grimghast's arms.  I guess that's not exactly "working with the current kit"...oh well.  The idea is to remove the lower hand (left hand) from the shaft of a Grimghast's scythe, and swap it with the Dreadblade"s right arm, leaving his left holding his horse's reins.  There are only 5 or 6 Grimghast models per box that have appropriate weapon/arm parts so you need 1 box of Grimghast and 3 boxes of Dreadblades -- definitely not a cheap solution, but I think it would look great.  Haven't decided what weapon/arm/combo to do for a Hellwraith yet though.

    Re. the Hexwraith models themselves:  It's the scale of the rider to the oddly short (nose to tail-wise) horse, and the size of the rider's feet, that looks weird to me.  The feet look like flippers.  The horse looks like a pony.  The GW Black Riders for LotR have the same scale issues.  Also, the Hexwraith's pose is not nearly as dynamic as anything else NH, so it just doesn't fit my collection and the way I've painted it.  I don't use Black Knights, Grave Guard, or either Wight King model in my Soulblight army for the same reason -- they're not terrible in and of themselves, they're just no where near as nice as everything else in either army and there are lots of other choices to spend one's hobby time and money on.

    • Like 1
  13. 18 minutes ago, dmorley21 said:

    Anything with an ethereal save and then a 4+ Ward save (Krulghast) is really tanky. 

    Honest question:  only one unit can have a 4+ ward, right? KC 5+ bubble plus Nagash's Death Magic Incarnate? 

  14. 5 hours ago, Vastus said:

    Honestly with just:

    • Updates to certain existing warscrolls to bring them up to 3E levels.
    • Additional sub-allegiances/processions so every unit has one in which they shine.
    • And a fix to make Wave of Terror less gimmicky/more consistent (maybe turn it into a command ability?).

    Since we're making a wishist...

    1. NH should have 4 sub-factions at a minimum to be roughly on par with other armies
    2. Wave of Terror -- absolutely remove the 10+ gimmick.  It should be command ability like FEC Feeding Frenzy, or more reliable like SCE Annihilator's impact damage on the charge
    3. Heroes need to be able to sustain more damage -- they're all too weak to risk in a fight
    4. Deadly Coordination (a la the Soulblight WD update) or something similar to make our heroes more useful
    5. Fix Ethereal and the "benefit of cover" rules so we can use the same defensive buffs everyone else can (which we used to be able to use, except for cover of course, which is still baffling and makes no sense)
    6. A monster or monster hero, or even better, a monster than can have a mounted hero or not (a la Terrorgheist and ZDragon)
    7. The first model in a new range of ghosts, like pirate ghosts for example (I'm now totally sold on the ghost ship w/cannons idea)

    But above all of that:  Design the army so that there are multiple competitive options.  Having to spam Hexwraiths, and/or take Nagash, has totally killed NH for me.  The current meta has invalidated nearly every other model -- if you don't play Emerald Host with a pile of hexwraiths, or bring Nagash, not only will you have little chance at a tournament but you'll get stomped in casual games too (especially vs SCE and Kruleboyz).  That is very anti-fun, and does not encourage anyone to collect the entire range except as shelf decorations.

    The new book can't come soon enough!  (In the meantime, building my FEC and Soulblight collections while staring longingly at my box of ghosts).

     

    • Like 1
  15. On 1/3/2022 at 7:54 AM, That Guy said:

    Some ghostly cannonballs to add some shooting to the army would be nice 

    I wasn't sold on the ghost ship idea until you said cannonballs.  Now I want one...a lot.  We have a lot of graveyard ghosts, so maybe some pirate ghosts would be a nice addition to avoid making new units that seem redundant.

    And if I can't have a ghost ship, then I still think a Stay Puft Marshmallow Man would be an excellent behemoth monster.  xD

    • Haha 1
  16. 5 hours ago, Nagashfan said:

    I love the spell lore of Nighthaunt but think some of it will be nerfed in next book like the cage spell to make them fight last

    Not unless the Treelord Stomp and Lumineth's double combat activations are also nerfed! 🙂

  17. 2 hours ago, JackStreicher said:

    ...a rule that is cleary not intended to work this way and will be FAQed

    None of us actually have firsthand knowledge of the intention of said rule (that I'm aware of). Everyone here is speculating.  I think it's "clearly" allowed by the rule as it is currently written. Point is, we don't actually know so there's not really any argument to be had. 

    • Thanks 1
  18. 12 hours ago, That Guy said:

    When reading this at the bottom it says: "Fury of the Deep is due in early 2022, and there’s more news about salty sea-aelves and sizzling duardin coming.". Which most likely means that Fyreslayers and Idoneth are next up. Although I'm hoping for the 3 older death armies to get their tome in a row. Wishful thinking I know. 

    I saw that too. They're getting a Battlebox so my guess is they're getting books soon too. Maybe they'll do a simultaneous release like SC and Orruks?  If so, I hope it's a trend. 

  19. 12 hours ago, EnixLHQ said:

    This isn't exactly right.

    To clarify....(very good explanation...see above)...

    Thanks for all the additional clarification. 

    To the person who asked initially, let me reiterate what I said in a slightly different way: 

    If you put a unit of 6 models such that there are 4 in the front rank, and 2 in the rear so that it looks like two triangle formations with their corners touching, the rules that @EnixLHQ explained are pretty easy to follow.  I remove the rear rank models first when I take damage, so it's easy to return them later without any issues.  

    Things can get a little tricky when you have 5 models and a chance to move.  If you really want to return #6 later, then don't stretch the unit of 5 into a line.  However, do you really want to return the 6th model?  What do you get for it?  You lose 6 attacks but increase the unit's total Wounds characteristic by 3.  If you're not facing an enemy that is likely to do 15 damage, then you don't need the 6th model to keep the unit from dying completely

    I'm usually fine playing with 5, so I don't worry about returning Spirit Hosts until I'm down to 4, and then it's trivial to create the "double triangle" formation again.

    Best advice:  Try it!  

  20. On 12/24/2021 at 4:24 PM, Rors said:

    How does the rules interactions work with bringing back models for this?

    You drop down from 6 and now you can attack with 5 but you also change your coherency to do so. When you out models back and go up to 6, you can't move any of them. Doesn't that mean after bringing them back to 6 you'd be forced to remove one again because they're not meeting the coherency rules for a unit of 6?

    It's never been a big issue. @That Guyexplained the rules well. You get a chance to move before you check coherence again.

    Or, it's not your turn next, the enemy attacks, and 5 hosts becomes 4. Your turn comes next, so you return models such that you have 4 in front rank and 2 in the rear rank (ie 2 triangles formations) and you're back to your starting formation!  No problem. 

    Helps to pay a little attention to the formation, and be careful where you assign damage (you don't want the damaged SH to be in the middle of the pack after you return slain models to it).

     

     

  21. 7 hours ago, That Guy said:

    Any reason why you went for a reinforced Spirit Host unit? By splitting them up you now: 

    1. Don’t have to deal with worsened unit coherency.

    2. You actually benefit twice from Nagash’s Invocation and Olynders CA, because now you have 2 units instead of 1. 

     

    Re. reinforced Spirit Hosts -- I started with 6 packs, then switched to 3's for the same reasons you provided.  However, with so many heavy shooting lists, crazy charge damage, etc. from Kruleboyz, SC, Lumineth, etc, I find 3 Spirit Hosts often don't last long enough to be healed/resurected.

    As far as coherency goes, the beauty of a 6 pack is that you actually want to lose one.  As soon as you lose 1 model, you can fight with all 5.  And if you lose another model, you're still better than a 3 pack, and no worse than you were at the start of the game, and you still have 12 wounds left for your opponent to chew through before you get to heal/resurrect.

    I do find 3 is a nice deepstrike/back-line-annoyance unit though.

    Interested in other people's thoughts.  Cheers.

    • Like 1
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