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Keldaur

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Dracothian Guard

Dracothian Guard (7/10)

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  1. I have a question, sry because i don't remember it. Natural 1s are failures, or natural 1s are considered as failures and 1s after modifiers?
  2. Rerolls happen before modifiers. If you have a rule that allows you to reroll ones: If you roll a 1 you reroll it. Now you apply the modifier.
  3. Rerolls. +1 attack is terrible ineficient tho (1/6 MW per model buffed).
  4. @Tropical Ghost General Myrnmourn can't fill the niche spirit hosts do, which is dealing MWs. Buffed up myrnmourns can deal more damage to some targets (mostly against someone without unmodifiable and no rerolls), but they also die to a weak breeze. Myrnmourns per 100 points vs 3+ unmodifiable reroll 1's -----> 0.7 wounds vs 3+ --- > 2,22 wounds vs 2+ rerolling 1's --- > 1.4 wounds vs 2+ ---- > 1.6 wounds vs 1+ rerollin 1's --- > 0.8 wounds Spirit hosts per 100 points vs 3+ unmodifiable reroll 1's ----> 2.5 wounds vs 3+ --- > 2.9 wounds vs 2+ --- > 2.7 wounds vs 2+ rerolling 1's -- > 2.6 wounds vs 1+s rerolling 1's --- > 2.5 wounds There is nothing more optimal in Nighthaunt's army against high armor shenanigans than Spirit hosts. Myrnmourn will never outperform spirit hosts vs 1+ saves (specially rerolling ones). Buffed up with +1 to attacks they will perform close to SH against 2+ reroll 1's or 2+. And against 3+ they will perform better. But we could also buff spirit hosts to increase their MW's chance to a 27% (so instead of 2.5 wounds, it would be 4.04) once per battle. If you just want damage potential against the targets where Myrnmourns outperform SH, grimghast reapers or bladegheists (and more than likely harridans) will vastly outperform myrnmourn banshees, and they will have more bodies.
  5. 1 - Depends, if you are starting out and playing 1k games, no, they are not. 2 - Grimghast reapers, Spirit hosts, Chainrasps 3 - Yes. 4 - I would say the chronomatic cogs and reikenor to reliably cast them are a must. And obviously grim ghast reapers. They are ridiculous with cogs + fell wind pendant.
  6. I prefer to have them with heads. Otherwise, the arms would look weird IMO.
  7. The reaper can also change direction, the pendulum cannot. But it also depends a lot on the army you are facing. You need to get 7 models with an armor save of "4+" models to be even statistically speaking. You need 10.5 models for 5+. But it can still be relevant later on since it can change direction, while the pendulum many times is a one-time thing if you don't have the magic to cast it each turn.
  8. It depends, spectral lure, you don't get to choose what you do. If the unit is wounded you have to heal it. If the unit doesn't have wounds allocated, then you ressurrect, and it works as @Neck-Romantic stated, you do ress models with full wounds, or you don't. Spirit torment allows you to choose, but it works exactly like spectral lure when it comes to ressurrection. That's why if you are playing spirit hosts/hexwraiths you want return models slain effects such as Olynder, Rule of the Spirit hosts or the Black coach.
  9. I understand where you are coming from, but that's poorly worded, ideal listbuilding does not exist. Better artifacts rely on the list itself, not in the artifact on its own. You are not getting ethereal amulet just because its good, you get it because your list have a big threat that can take advantadge of it. Pendant of fell wind is probably the only artifact that is better no matter what kind of list you make for nighthaunt (and still i am not sure it would apply always). Midnight tome is a solid artifact, but you use it to fill a gap in your list, otherwise you don't. Harvest moon allows you to do some very good and decisive plays when you are playing spirit hosts which outweights heavilly whatever you could get with a different artifact through the game (and that's what you should compute to see if it's optimal or not, not just if it's an once per game or not).
  10. The post you answered specifically stated the lantern that gives you rerolls once per battle.
  11. Average 10MW 10Hits. 36 = 6MW 6Hits (12) 36-12 = 24 = 4MW 4Hits
  12. 6's are a russian roulette. I have played plenty with the harvest moon and 3x6 units of spirit hosts, and get only 2-3 MWs even with the rerolls. Not really consistent, but you can also get a crazy amount of MWs, but those turns when you only kill 1 chainrasps really make you want to throw the spirit hosts away.
  13. The no retreat is the most useful part of that spell to be honest.
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