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Bit of a long shot, but... For compulsive collector reasons, I'm looking for this guy, Garkorr, the 500th store limited edition Bladegheist Revenant: For trade I have new-in-box and completely unopened the similarly hard to find Darrakar, the 2019 store anniversary limited edition Guardian of Souls, the one with options to build with either the usual nightmare lantern or a 'mortality glass' instead. Ideally I would like the Garkorr to be similarly unopened, but given the model's obscurity I'm willing to accept assembled, just not already painted, so long as the model is undamaged and you promise to pack it in an extremely gentle but well supported fashion - Nighthaunt models being so frustratingly delicate. Alternatively, if you happen to be near Baltimore Maryland or Washington D.C. we could make a trade in person.
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nighthaunt As the Nighthaunt Taketh: A beginner's guide
EnixLHQ posted a blog entry in The Procession of the Enixian Duskhaunt
Welcome, fellow shepherds of the damned. Are you looking for a Nighthaunt beginner's guide? It's moved! Just click the banner to come see it! I promise you won't be disappointed. (click the banner!) Current version: Age of Sigmar 3.0 – General’s Handbook 2021 – Nighthaunt 3.0 2022 Battlepack: Pitched Battles 2021/Seasons of War: Thondia- 49 comments
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NIGHTHAUNT: The Garrison Of Nacht'Tor This thread is a dedicated painting and hobby log for my nighthaunt procession. The army is split into three main portions, the Shade-Host, the Garrison, and the Dutchy. This thread was created years ago and so it is now under construction to reflect the refined lore for my army. A DOOR TO THE UNDERWORLD In the realms of Ghyran, on the north western frontier, is the budding free city of Fendale. The bustling city arose within the ever mist shrouded Shade Fen. In the midst of this fen exists a minor realm gate to the Realm of Life's antithesis , Shyish. Twisted vines and dark flowers cover an arch of stone that some argue was a natural formation while others suggest it was raised by someone in the Age of Myth. Regardless of the truth, this minor gate offers a direct connection with other mortal kingdoms in the Amethyst realm and the exchange of goods and cultures that comes with it. While the gate can only allow five or six men to march abreast, it is large enough to allow the passage of wagons and riders. This fact quickly saw the outpost settlement built nearby to grow and thrive into the current Free City of Fendale. The dangers of living on a gateway to death itself was not lost on the founding pioneers. The realm gate exists deep in the moors of the Shade Fen, which has caused the city of Fendale to build causeways to the gate. In the early days of settling incursions from Shyish were rare but serious, and a stalwart family of noble bearing took it upon themselves to secure the gateway as well as the potential profits that controlling the Shyish side of the gate could entail. The family Holsstok led the expedition into Shyish to raise the castle of Nacht'Tor. For generations the keep stood upon grey hills surrounded by the deep and haunted moors that stretch out for leagues to the south and east, and a dark highland to the north and west. Rumor suggested the endless expanse of wood that merges into the moor was called The Harrowmark by those who live there. Reports of Outriders into the highlands told of burrowing beasts and countless undead, as well as an endless march of skeletal undead off toward what they deemed the edges of the Amethyst Realm. Trade with sky ships from The Harrowmark, as well as other dotted mortal kingdoms and even some Skeletal Lords, proved to be extremely lucrative. This enriched both the Holsstok family and the Free City of Fendale beyond the gate in Ghyran. Likewise, the goods traveling into Shyish could potentially have turned the tide for the people of The Harrowmark or the highlands to the north, yet the attentions of Nagash would be drawn to the keep and the Free People's intrusion. While the existence of Nacht'Tor and the Free People flowing into Shyish had not escaped notice, their machinations were paltry and mortal affairs in comparison to the larger game. If it were not for the gateway being used by Sigmar's agents to infiltrate the realm of Shyish as the Black Pyramid came closer to completion, Nacht'Tor might have escaped the judgement of Nagash. Unfortunately, the family of Holsstok bore the Twin Tailed Comet of Sigmar upon their crests, and no agent of the God-King would be denied passage through their gates. Vangaurd Hunter raids on the skeletal processions, seers and agents probing Shyish looking into Nagash's activities, and in some cases chambers of Stormcast marching through the gate of Nacht'Tor brought upon the castle and the Holsstoks, Nagash's justice. THE DOOM OF NACHT'TOR Nagash sent from the north a skeletal legion to lay siege to the castle. Though they were large in numbers, the rattling legion of the wight king who had been sent to seize the gate had little in the way of magical or monstrous support. The Holsstok Outriders reported to their Lord, the Duke Aldrik of the approaching army yet they were confident. The castle had staved off ambitious necromancers, dark creatures of Dark Moor and incursions from the Harrowmark in the past. The walls and corridors of Nacht'Tor were spell warded against the infiltration of geists and other spirits by the Duke and his mage circle. Spurred by this confidence, the duke's son Marquess Arnold Holsstok roused the riders of Nacht'Tor to go out and meet the enemy in the open highlands before their horses would be useless amid the moors immediately around the castle. With Lord Aldrik remaining behind to hold the castle in his old age and with spell instead of blade, the Knight-Hosts of Nacht'Tor sallied to meet the over matched skeletal forces approaching from the northern highland plains. No sooner had the riders of Nacht'Tor cleared the foothills and tangled mire of Dark Moor, did beasts and creatures of the night detach themselves from the twisted limbs of swampy trees. Vile flesh eaters, dead walkers, and winged things bristling of fur and boney growths launched an assault against the walls of Nacht'Tor directly from the mire. Despite this treachery, a few brave men with good positions can hold against larger and more fearsome foes. The guns of Nacht'Tor roared, and the Einhundert Greatswords held the walls with a tenacious will. The Duke Aldrik scoured the walls clean of climbing creatures with spell and word while upon the plains Marquess Arnold drove his men deep into the skeletal lines. The weight of their charge crushed bone and scattering ranks of the dead like leaves before the wind. The young Holsstok was a proud and ambitious young man, and only the sounds of the guns coming from Nacht'Tor slowed their headlong rush. He was brash, but no fool, and the Knight-Host of Nacht'Tor cut their way clear of the scattered deathrattle to ride hard back to the castle, its realm gate, and his father. The Einhundert slew ghouls and beasts by their hundreds, but gaps allowed beasts and other dark things to slip over the walls of Nacht'Tor. In the great hall riders being dispatched through the realm gate to warn Fendale and request reinforcement were pulled violently from their saddle, and dark creatures instead began issuing into Ghyran. The Castellan and his wardens sounded the horns to draw the attention of Duke Aldrik and his Einhundert. Brave freemen bearing Holsstok colors littered the ramparts the survivors were forced to fall back to the inner curtain wall as the Einhundert rushed back to secure the gate and reinforce the faltering wardens. The battle on the inner wall was as ferocious as it had been on the outer walls, as the much reduced garrison of Nacht'Tor had less wall to hold. The handguns and pistols of the defenders had long since run dry of ammunition, and it fell to halberd and blade to win the day. The final doom though had not yet come. Young Arnold's host met ambush and rearguard of the half dead hosts assailing his family's keep, yet the Knight-Host rode through them as if fired from a cannon. The outriders and Knights of the Holsstoks took wild glee in both the hunt and the thunder of hooves. Half starved cannibal beasts did little to slow their stampede home. Some were pulled from their horses to die or fight alone amid the moor, but most drove directly into the dark trails surrounding the keep to hunt the leaders of the rabid foe. Rising from the frenzied enemy the Courtiers of the flesh eating mob screamed challenge, with gruesome pennants that were mockeries of the black and gold of the Holsstoks own colors. A wild eyed beast who fancied itself a debauched king charged to meet the young Marquess, and the battle spilled all across the mirky paths of the Dark Moor. Within the castle, swarms of the craven seemed to thin and the men of Nacht'Tor dared hope they had weathered the storm. Yet into the courtyard strode rank and file of skeletal soldiers, remnants of the forces that had been arrayed upon the highland plain, and among them were two gnarled figures in amethyst robes bearing cloth covered mirrors. From his place at the door to the High Hall where the realm gate stood, Duke Aldrik was too slow to see the doom. Drawing back the coverings and raising the mirrors high the necromancers dashed them upon the courtyard stones with a soul chilling shriek. The wave of released geists and hungering spirits had been carried past the carefully crafted wards, and so flowed through the defenders in a rush. Hands gripped the hafts of halberds so tightly the knuckles popped as men died breathless and unable to even defend themselves. Duke Aldrik warded himself and those who remained of the Einhundert, but the swirl of spirit hosts plucked men from his defenses and dragged them screaming into swirling green light. The doom of Nacht'Tor had come, and the Duke Holsstok of Nacht'Tor and his Einhundert champions fought to the last gasp trying to reach the gate back to Ghyran, back to life itself. Though defeated he would not go quietly into death however, and with his last strength Aldrik cast one last bolt of arcane power into the key stone of the realm gate. Chunks of ancient mortar and stone flew from the arching passage between worlds. With a sickening crack and the feeling of chill air rushing past, all the fires of Nacht'Tor were snuffed out and the windows of the castle went dark for the first time in so many generations. Of the very few soldiers of Nacht'Tor who had escaped the doom into Ghyran, none could say what happened to young Arnold and his mounted host as they dueled the cannibal courts amid the misted woods of Dark Moor. All that the Free City of Fendale would know is that the gate to Shyish was sealed, and none from the keep nor any expedition that had gone that way would return. AS IT IS NOW When the realms were rocked by the Necroquake, the connection in the Shade Fen seemed to stutter to life. On particularly dark nights, the mists would rise from the undergrowth of the Shade Fen, and the ancient doorway would hiss and shudder before waning open like a soup bubble brought to existence in its thresh hold. It would take some time before any gate wardens or other brave or foolish souls would dare crossing that door way. They spent multiple cycles mapping out the patterns in its openings and closings before making the crossing. Those that crossed found a dead and ruined keep, the pennants and accoutrements of the Holsstoks longs since rotted away. The gateways of the keep remained intact, though the great doors and portcullises were shattered and their remains strewn about. The land about the forsaken place remained as it was remembered. Some claim they have seen apparitions of men still standing sentry upon the walls. Other wild eyed survivors survivors of larger expeditions lost through the gate claim they were assailed by an entire garrison of spirits as they passed the gateway, trapped behind ghostly doors and portcullises made of bramble and dead wood. Now the women of Fendale tell the tale of Nacht'Tor and the curse upon the Holsstoks. They say they are forever bound to garrison the gateway between Ghyran and Shyish, trapped in an eternal and desperate siege of their home where they fight imagined foes in their desperate last memories of life, to die again and again upon the ramparts of the cursed keep. They tell of the Marquess Curse to forever ride to the aid of his father and to always arrive just late. They speak of the ruined and fallow temple to Alarielle that stood in the keep, and of the tormented spirits of her devoted who had tended that place. The shadowy keep on the other side of the Shade Fen, is a story to frighten children in the Free City of Fendale, and one to frighten the most stalwart defenders upon the ramparts. THE SHADE FEN On the Ghyran side of the realm gate is a sprawling wetland known as the Shade Fen. This lowland forest is often shrouded in mists and is darker and more oppressive than other such locations in the realm of life. Early settlers commented that it was as if there was a dark force or influence over the region. Later pioneers would discover the realm gate to Shyish, and gate Wardens would conclude that the energies of death itself leaking into the realm of life was twisting the wood and swamp of the area. While the land isn't plagued or riddled with death, it is a dark fen full of decay as is the nature of such wetlands. On the inward side of the fen, is where the once outpost, now free city of Fendale now stands tall. Mages and Wardens have since overseen the construction of causeways and trails through the fen to the gateway. Those trails and their construction would be the prototype of what would later be created on the Shyish side by the Holsstoks. This breakthrough in taming sections of the fen for civilization would not have been possible without the aid of a resident sylvaneth grove. The dour tree spirits and aelven rangers allied with them were content to aid the budding city so long as the old aelven ruins on the outward side of the fen were left to their keeping. THE DARK MOOR On the Shyish side of the realmgate is what locals have always known as the Dark Moor. This region of Shyish was always more full of life, though twisted it might have been, which drew in dozens of mortal tribes and even small cities to its edges. The southern side of the Dark Moor blends almost seamlessly into an never ending wood known as the Harrowmark, while to the north and west the lands slope up into highland plains. The entire Dark Moor is then cradled on the east and north by a ridge of bleak mountains, and it is on one of the lowest of these hills that the gate into Ghyran sits. From this hill is where the expedition of the Holsstoks arrived and constructed their keep directly over the gateway itself, which was a near twin of the one in Ghyran. The magical break throughs in the Shade Fen allowed the mage circles and wardens of Duke Aldrik to carve stable paths through the Dark Moor and even into the edges of the Harrowmark. These roads and causeways were held together by Waystones and secured by the tireless patrols of the Holsstok Knight-Host. This lead to a flourishing of civilization in and around the Dark Moor. When the gate failed at the hand of Duke Aldrik during the fall, the Dark Moor descended into an even darker and oppressive nature. Cutoff from the winds of life from Ghyran, the Moor and the surrounding lands withered. Countless villages and small towns once protected by the Knight-Host fell into ruin, their occupants killed or driven off. Some towns and villages still cling to the Moor, and with the reopening of the gate after the necroquake, some flicker of hope has returned to the region. Expeditions from Ghyran have begun again, and trade has started to resume with Fendale on the otherside, though fitful.
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Introduction When I began writing the Noobronomicon: A Beginner's Guide to Death, I was overwhelmed by the amount of support the project received. However, since the release of AoS 3, it has become increasingly difficult to bring the information in the original guide up to date. I simply couldn't let this project die, so I thought the best way would be to scrap it all and start a fresh. So here we are, with the Noobronomicon Volume 2. I intend to write this updated guide with the same level of love and care as I did the previous. If you are not familiar with this previous guide, I will quickly go over what it’s for and why I write these. This guide will cover beginner to intermediate play. We won’t be covering tournament play or min/maxing out lists. We will cover the basics of the Death Grand Alliance, the alliances within, and the sub-factions within that. Hopefully, within this guide, you will find everything you need to know in order to start your journey into playing a Death alliance in AoS. Hopefully, this will help newer players, as well as existing players looking to try out a Death army, find an army that fits you best. Glossary and abbreviations: Soulbight Gravelords - SG or SbGl - A variety of different undead creatures. Flesh Eater Courts - FEC - Cannibals and ghouls Ossiarch Bonereapers - OBR or OB - Bone constructs Nighthaunt - NH - Ghosts Soulblight - Vampires Deathrattle- Skeletons Deadwalkers - Zombies Grand Alliance - GA Note: This guide will be updated as I finish each section. And a complete guide will be added in as a google doc soon for those you find this to be an inadequate format to read in. Feedback is always appreciated.
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I've been pretty busy beavering away at all sorts of things. Here's a few new bits for the KO. An Admiral to lead them, the completed Gunhauler and a Knight Incantor in case I wanted to ally one in. I've also finished off a bunch of my Nighthaunt. The colour scheme I went with is kind of a mix between Peachy's and Mengel's. And last but not least, a decent pic of my Megaboss.
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Hi guys, I open another project up. Since I have soul wars I have some nighthaunt models (actually nothing build yet because of other stuff, but will prepare this thread that I can use it for them as well) but I also started Flesh Eater Courts with the Carrion Empire Box set and bought some stuff there too. In fact, at least I started building the flesh Eater Courts models. My actual models (when build) should look like this. Abhorrant Ghoul King on Royal Zombie Dragon Abhorrant Archregent Crypt Haunter Courtier Crypt Ghast Courtier Varghulf Courtier 20 x Crypt Ghouls 20 x Crypt Ghouls 20 x Crypt Ghouls 6 x Crypt Horrors 6 x Crypt Horrors Chalice of Ushoran Corpsemare Stampede Cadaverous Barricade perhaps I will buy 1-2 more start collecting boxes as well for a Abhorrant Ghoul King on Royal Terrorgheist and some Crypt Flayers The only special model I can show is my Varghulf. Those of you, who know my Twitter Account, will already know him. I used mostly the parts of the plastic Daemon Prince.
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Behold the Grand Procession of the Enixian Duskhaunt Gathered en masse in numbers untold. Well, actually, the number is 274 (about a dozen not pictured) models and is worth over 8,000 points with battalions. ☠️ Total Model Count
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Hello I am a new person in the AoS Community and I was thinking about expanding on my nighthaunt army but i do not know what to do to expand it.
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nighthaunt A Better Nighthaunt: Overview (Part 1)
dmorley21 posted a blog entry in The Spirit of Nighthaunt
So while this blog is going to cover a lot of different things, I wanted to start by talking about what changes I would love to see for Nighthaunt. It's been discussed on the dedicated army forum on this site ad nauseum, but the army as it is does not do well at tournaments typically. This makes sense as the book is an older book, features weaker units, had some of their points dictated by how units played in a different army, and is a difficult army to play. So we all know the army needs changes. However, in the forums, nobody can seem to agree about what those changes should be. Some people want the army to play like Legions of Nagash/Legion of Grief. Others want more offense. Still others want better magic. Personally, I want the army to stay the way they are. Their playstyle as much as their look/ease to paint is what drew me to them in the first place. That said, there are some minor tweaks I would make to how the army works. I'm going to just go over the army rules/abilities as a whole here as this will play a role in how I view everything else. So here we go: Aura of Dread: This rule stays the same! It fits the lore/fluff and isn't overpowered. However, the army needs more mechanics and tools to take advantage of reducing enemy bravery. Deathless Spirits: I'd make a significant change to this rule - give all Nighthaunt units a 6+ DPR save. No longer would they need to be within certain distance of a hero. This makes the army a lot more user friendly, though I would keep the wholly within ranges for just about everything else. It also makes sense with opponents not necessarily being able to harm ghosts the way they would other enemies. As a tradeoff with this rule, I would make the army overall a low bravery army. This makes sense to me as ghosts are not brave, and the lore describes Nighthaunt as being shock troops more than anything else. They're really not meant to stay in battle. TLDR: 6+ DPR for everyone without the need for a hero, but the army's bravery is significantly reduced as a tradeoff. From the Underworlds They Come: No change! This rule is the signature of the army, and is important for their gameplay. Losing this rule would likely cause me to lose interest in the army. Feed on Terror: I honestly forget about this rule more often than not, and I think it could be deleted without having much impact on the army. I'd keep it for now. Wave of Terror: After much consideration, I'd keep this rule as it is. There's a lot that could (and probably will) change with this rule such as making it easier but making it fight at the beginning of the combat phase; however, I think the rule currently works well as intended. It's swingy, but very powerful. I would however add more ability to the army to re-roll charges. Spectral Summons: Keep as is! Ruler of the Spirit Hosts: I would change this to a second army-wide command ability instead of a command trait. This would be a detriment as it would no longer be free, but honestly it's too powerful to be free IMO. It just makes the other traits insignificant. As a tradeoff, any hero would be able to do it, so your RoTSH general wouldn't get sniped and leave you without the ability. So that's it for the army wide rules! The only changes I'd make are to Deathless Spirits and Ruler of the Spirit Hosts. Meanwhile, I would make the army a low bravery army. This wouldn't change how the army plays at all IMO, but would make them slight more efficient at what they do. Now that I've gone over my general thoughts, I'll be going over battleline in my next post. -
Hello everyone my name is Psicorps long time lurker recent poster im starting this blog in order to help me complete my enormous to do list i play alot of warcry/killteam/wh fantasy (end times battles) and age of sigmar my main army nighthaunt hasn't got its fluff yet as i am still working on it down below are pictures of what is being worked on and completed so far and the following is a rough list of what i have to get through Warcry: -9 screamers of tzeentch -30 pink horros of tzeentch -10 blood letters of khorne -5 blightkings of nurgle - 6 tzaangor enlightened -9 Minotuars -50 chaos warhounds -10 Razagors -10 skeletons -1 gaunt sommoner -3 ghorgons -7 cygors -5 zombie dragons -7 hydras Age of sigmar: Nagash Arkhan the black Lady Olynder Reikenor The Grimhailer 5x Knight of Shrouds 10x Guardian of souls 7x spirit torments Unknown amount of chainghasts 8x chainghast 7x Lord Executioner 2x tomb banshee 5x Cairn wraith 50x Glaive wraith stalkers 30x Grimghast reapers 10 boxes of myrmoun banshees 20+ spirit hosts (mostly converted) 40+Hex wraiths 10 black-coaches Wh fantasy collected over the years wh fantasy 300+ zombies 2 tomb banshees 5x Cairnwraiths 7 necromancers 7 Vampies 8 Vampire on dragons 10 black-coaches 20+ spirit hosts 40+ hexwraiths There is definitely more
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Wondering how to run a Grand Alliance of Death Army with FEC, LoN, NH, and OBR. Is there anything out there that has rules for that? I'm mainly asking because most death factions have their own mechanics and rules that they need to be able to run, and those are highly dependent on their allegiance abilities. Like OBR relentless discipline points. So I'm trying to figure out how to run an army made up of all death. I mean they have similar mechanics for the most part but just called different abilities. Also what would be used for battleline? Just the LoN battleline? Or battle line from any of them? If anyone has any suggestions or can direct me where to find rules for this it would be much appreciated.
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Review - The Emerald Host Thanks to Mr Anthony Poole on the ole Twitter machine, I have been able to see the new Nighthaunt battalions designed to represent Lady Olynder's dark and powerful Emerald Host, lets get stuck in. First Expectations When the Emerald Host was announced I was reasonably excited. Earlier Tome Celestial releases have either been a pleasing little addition (Anvils of the Heldenhammer sub-chamber) or an overtly pushed "probably to sell a particular under-performing model" release (Syll'esske and their Host). As anyone who reads here knows, I've never been a fan of Nighthaunt WHEN COMPARED to Legion of Grief. I had hopes that this release may give Nighthaunt some edge, maybe make them a more compelling choice. And worst to worst, hopefully the battalions would be cheap so Nighthaunt could have easier access to artifacts and CP while MAYBE getting a decent ability in the mix. Was I disappointed? Not even slightly. Lifting the Veil But you aren't here to read the faded dreams and distant longings of the local madman. You're here for substance, for something to sink your teeth into, the real meat and bones of the affair. And I would never deny you either. Well well, aren't these lovely. Thematic, with a delicate splash of lore to whet the whistle of those that enjoy that sort of thing (you know I do), a spice of viability at Warhost level gameplay (pour that right on) and a finishing touch of not being overpowered enough to attract undue attention (slide right under that radar baby) we have the finished product. But let's talk about each in scintillating detail. The Forgotten Scions - The Gang goes Horse-Trekking Already I'm in love. Use a command ability... for free? Well just move aside Archaon, a new Everchosen is in town. A Knight of Shrouds on Ethereal Steed is always going to be something Nighthaunt wants to take, and Dreadblade Harrows are THE unit for teleporting about in hero-centric missions and serving as a vehicle for the generic Command Abilities like All Out Attack and Inspiring Presence. Now take all of that and add a free spend on the Command Ability, while ALSO giving you a Command Point for taking a Battalion in the first place. KoSoES command ability is a premium tag on units that either have decent rend, or have potent on-hit effects. If only we knew a suitable unit that needs the help, and can actually keep pace with Malkor and his Lads. If only... The Dolorous Guard - Nobody Expects the Spectral Inquisition Oh lord Nagash yes. This is a battalion to finally make Hexwraiths worth taking. Using Malkor's command ability on these lads will have them attacking 4 times each on the charge, that's 40 attacks from a unit of 10. To make matters even sweeter, Melkor can hang out with them on the front lines and never die thanks to them shouting "Look Out Mr President" every time harm flies his way. Good thing Mr Melkor can take a Command Trait (he isn't actually a named character) called Ruler of the Spirit Hosts to return D3 slain MODELS to a unit nearby. Yes models, not wounds. A match made in Shyish. The Emerald Host - Mr Melkor's Wild Ride Yes, yes yes. No this might not be OP at Battlehost level games, but we weren't starving for a one drop option at that level anyway. What this WILL be viable at however is Warhost level, where it will be VERY viable. An amazingly cool, cavalry themed army that yields a whopping FOUR command points at the start of the game, one-drops the list (definitely take one of the two Chainrasp battalions here, Death Stalkers is a bait) and pops the ability to take the enemy general down a peg. Troubles with Katakros? Archaon up your nose? Got a Rotigus you just can't shake? Drop that armor save by 1 and watch as your Myrmourn Banshees turn Katakros into a 6+ save. I do however have a very interesting notion. "Any number of warscroll battalions"... does that mean we can take zero and only need to take Forgotten Scions and The Dolorous Guard to take this? I would await an FAQ but if we can... lordy lord. Overview Only one disappointment, where on earth is Olynder? The whole article talks about her history and grandiose power across the realms of death, but this battalion doesn't have a way to take her. Otherwise, I love this stuff. I'm a happy ghost. Look forward to some playtesting blogs with it.
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Keldimir looked over at the Spirt Torment and checked that he was keeping the Chainrasp Horde in some sort of order and was pleased with what he saw. Without his brother Gathus at his side, Rasark was a sharper and stronger Gheist. Nagash had seen the constant and deep-rooted hate that each brother had for the other in life, and when the time was right, he took their souls and made them fight together in the Reaper Brigade. Forcing them to be near one another so that their hate made them fight harder but, on this occasion, Gathus had been summoned by Lady Olynder and when the Mortarch of Grief herself called, you went. Rasark was stronger without him. Keldimir looked back at his charges. The Spirit Hosts were writhing around, moving in and out of each other, the wisps changing to form faces twisted into grotesques visages of pain and torment. They stayed near, him captured by his aura. Waiting for his commands. Two Chainghast also floated nearby. Strange gheists that seemed to be almost catatonic until something was in range and then they would shoot out huge locks and chains as they approached, turning into frenzied whirlwinds of pain and injury when engaged with the enemy. The Reaper Brigade had been travelling through Ghyran from the Necrotic Edge to Witherdwell when they caught sight of a small Beast Herd. Keldimir’s forces were also reduced. But the will of Nagash is overpowering and when the enemy are seen they are to be killed, their souls returned to their rightful owner and for Death to be a step closer to ruling the 8 realms. With the Spirit Hosts laying low in a small arcane grave yard and Rasark slowly moving through an old building that would cause even the greatest fighters to lose their bravery, Keldimir moved to look at what the herd consisted of, his steed clanking on the bit. Looking for a weakness, waiting for the right time. To the left of some Wyldwoods were 20 Bestigors. To the right of the trees there was a Ghorgon, a huge monster that was pacing up and down, bellowing and snorting. Scraping at the floor with his boulder like hooves. Near to the Herdstone was another 10 Bestigors, a Great Bray Shamen and the Beastlord. As he watched, his steed exhaled sharply and let out a low whinny. Thee Beastlord turned and look straight at them. His beast senses keen from centuries of fighting. Keldimir saw the beast’s nose wrinkle as he sniffed the air, and then he bellowed. A sound that alerted the whole herd and they all looked towards him. The fight was on. But he was ready for all are one in Nagash, Nagash is all. Keldimir watched as the Beastlord, with 10 Bestigors beside him ran towards the ruins with Rasark and the Chainrasps. Had Keldimir been human, he would have been terrified of the banner held by the unit. It was decked with Stormcast Armour and weaponry, Sigmar’s Troops, the most heroic of souls, stolen from Nagash and so it would have served an awesome sight, but it was of no use against his Nighthaunt. As for how to defeat them, he knew they needed to hold this building if they were to be victorious. Rasark, thinking as one with the rest of the Brigade. moved his Chainrasps to hide inside and all 20 floated into a defensive formation. On his right, 10 more Bestigors ran around the Wyldwood towards the Graveyard and the Ghorgon started to walk towards them too. The sounds of war urged Keldimir onwards, bellowing, and bleating Beasts, the thunderous sound as the Ghorgon walked towards them, snarling and roaring. Any mere mortal would have been intimidated but The Reaper Brigade, as diminished as it was, were not. Suddenly, the Chainghasts wailed and came to life, the Ghorgon was in range. They attacked, padlocks as big as human heads flew out on ethereal chains big enough to dock ships in the high seas, smashing into the Ghorgon as he tried to swat them away. Some of them hit, tearing huge chunks of flesh from his side but a monster as big as the Ghorgon would take a lot before it stopped. A clash of weapons, echoing from the building to his right signalled the Bestigors clashing with the Chainrasps. From what could be seen from his vantage point, it looked like the Bestigors had left their General behind. 10 Bestigors were no match for 20 Chainrasps and Rasark, so Keldimir turned back as the Ghorgon reached the Graves. The Spirit Hosts screeched and clawed their way to the Ghorgon as he attacked the Chainghasts, angered by the wounds he had suffered. His blade like hands and slavering maw ripped into them and they screamed and fled as they were defeated, he turned his attention to the Spirit Hosts and attacked them over the walls, ripping them to pieces too. The last one of the three flew towards the Ghorgon and with his blades and claws, the Ghorgon took further injuries. He was beginning to slow down, blood pouring from his wounds. The Chainrasps had torn the Bestigors to shreds causing the last few to run away, partly because of their losses but also due to the old terrifying ruins. Keldimir, seeing the time as right, played the ace up his sleeve. Another horde of 20 Chainrasps had been making their way to the Great Bray Shamen at the Herdstone via the Underworld. They came out of the ground and moved towards the Beast Wizard as he sacrificed Ungors to his own Gods. Keldimir scoffed at the futility. All are one in Nagash. Nagash is all. The Beastlord stopped in the middle of the battlefield. Too far from the Bestigors to save them, and so would end up facing 20 Chainrasps on his own, odds he was old enough to know were way off. He turned around when he noticed his Great Bray Shamen stop chanting and sacrificing just in time to see him be dragged down into a sea of ghosts. A huge bladed hand then caught Keldimir on the side of his head, tearing the cheek piece away and stunning him, even being ethereal, he was not immune to being wounded or feeling pain. He turned, raising his Sword of Stolen Hours up. Stopping the next attack and the next. Rasark, seeing his General in combat, raced over and engaged the Ghorgon too. The distraction was enough as the Knight of Shrouds found his composure and cut and sliced his way around the attacks of the Ghorgon. It bellowed and roared in agony, as it slumped down onto its knees, collapsing to the side and lay against the wall of the graveyard. Its eye wildly looking around as it breathed its last breaths. Blood soaking the ground. It bellowed again refusing to die. It kicked out, trying to stand but it couldn’t. A pitiful wail. A final breath and then peace. Keldimir looked around. The Beasts were defeated. The 10 Bestigors to the left had just made it to the Graveyard as the Ghorgon was killed and so turned and run. The Beastlord had left too, his forces depleted, he would no doubt cower in the woods and forests and rebuild. Keldimir called his forces and continued his march to Witherdwell.
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Nagash looked deep into the realms at the innumerable battles and wars that were being played out over the Mortal Realms, watching with hawk like eyes that transcended space and time. His plans were coming together. The Necroquake had been successful. All souls will be his at the end. A Knight of Shrouds caught his attention. It's mind was as sharp as the Sword of Stolen Hours that it was wielding. His aura of Death was as a beacon to Nagash, a bright black glow that drowned out the souls around him. He watched with interest. Rarely does a soul stand out as being as black as the one he watched now. Keldimir was it's name. Without speaking, and in the blink of a mortal eye, Nagash scoured the realms for suitable companions, souls as dark as Keldimir, with the wit, guile and servitude that would make the most of this newly found Knight of Shrouds . He found them one by one, separated by the distance of the realms as measured by men but as close as pages in a book in when viewed by Nagash. Amondor - a Lord Executioner. Grinderel - a Guardian of Souls. Rasark and Gathus, a particularly intriguing pair of Spirit Torments, brothers in life and again in Death. Nagash weighed up his choices. Yes. These would make for a formidable Army. An army that would reap souls for Nagash and bring them back to him. For all are one in Nagash and Nagash is all. Nagash seized their souls and bought them before him as Arkhan looked on. Keldimir bowed. "I am here, my King". The Reaper Brigade was formed.
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If I kill 3 Stormcast Eternals models in a turn, can I return 3 one-wound models (e.g. Chainrasp Horde) with the Spirit Torment's Captured Soul Energy ability, or just D3? The popular interpretation seems to be that I can return 3, but the warscroll doesn't explicitly state this. Thanks for your help!
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