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  1. List Breakdown Recap – Legion of Grief at Masters 2019 Overview Gidday all, Aiden’s back with a recap looking at how my list did at Masters and the changes I’d make from my various games and the experience I gained. With the list breakdown post currently being my most read post on this blog, the format is going to quite literally be a copy paste deal where I show what I originally said, then I respond to it based on how it all played. I’ve neatly done my responses in a good honest ethereal blue so it’s clear where my reviews can be located for each paragraph and breakdown. The List Allegiance: Legion of Grief Mortal Realm: Hysh Leaders Dreadblade Harrow (90) - General - Trait: Vassal of the Craven King (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) Necromancer (130) - Artefact: Aetherquartz Brooch (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Guardian of Souls with Nightmare Lantern (140) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Knight of Shrouds (100) Battleline 40 x Chainrasp Horde (280) 10 x Chainrasp Horde (80) 10 x Chainrasp Horde (80) Units 20 x Dreadscythe Harridans (280) 15 x Dreadscythe Harridans (240) 12 x Myrmourn Banshees (210) 20 x Grimghast Reapers (320) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Allegiance Choice – The Legion of Grief Anyone familiar with my dreams of a competitive ghost army knows I’m in a perpetual pull between the Nighthaunt and Legions of Grief allegiances. Nighthaunt offers battalions, Wave of Terror and a flexible deployment method, Legion of Grief offers Gravesites and all the thrills that come with them. Given the local meta has a proclivity for taking lots of threat units, I valued the defensive capabilities of Gravesites and they won out this time. I will however be trialling Nighthaunt post-Masters to see if I want to take them to CanCon. Review: This went very well for me. There was one time in the whole event where I would have had an advantage running pure Nighthaunt allegiance and that lasted all of 15 minutes. Legion of Grief remains the vastly superior choice to Nighthaunt, for the time being. The ability to bring back units that have been slain allows the ghosts to play around burst damage and attrition, two fields that the Nighthaunt allegiance was heavily outclassed by when people were attempting to run it competitively. Realm Choice – Hysh, Realm of Light Lol, you know why I picked this. At this stage Aetherquartz Broach is going to end up in my Last Will and Testament. Review: God bless this hot mess, Aetherquartz Broach isn’t going ANYWHERE any time soon. Dreadblade Harrow – General – Vassal of the Craven King This one goes without saying. The combination of his ability to teleport basically wherever he needs to be every turn to resurrect fallen minions and the sheer power of the command trait Vassal of the Craven King singlehandedly prevent Olynder from ever being ran in her OWN legion. The Dreadblade is no close-combat king, he’ll struggle in a fight against even the most basic of chaff, but what he lacks in punch he makes up for with sheer utility. His movement happens at the START of the movement phase, and resurrection can be used at the END, ensuring he is always right where he needs to be to pull a unit out of the dirt. He’s a good boy. Review: Always a good choice, doesn’t really require much explanation. Everything above remains correct, and through clever gameplay and execution my Dreadblade Harrow spent at least 2CP every game on resurrection while not dying even once over 5 games. Necromancer – Aetherquartz Broach – Dread Withering Another that goes without saying. Pre-Grief, Nighthaunt players were willing to give up their first CP of the game just to sneak one of these into their army with Sons of the Lichemaster. His unique spell turns any of the threat units in this army into a slaughtermachine, and his Deathly Invocation is always handy if he’s near said units. Giving him Aetherquartz Broach makes sense because he can be kept the safest of my 4 heroes (except the Dreadblade, but never put all the eggs in one basket) so I don’t need to fear losing it. I’ve also given him Dread Withering in the even I need to dig through a high save value. Necromancer is another good boy. Review: Quietly powerful, the Necromancer was able to do good work over the course of the event. I found I strongly preferred his Vanhel’s Dance Macabre on the big blob of Chainrasps, especially if it had charged. The only change I would make here is giving his Aetherquartz Broach to the Dreadblade Harrow as the Necromancer is a Nagash-damned bullet magnet for threats and the Dreadblade managed to survive 5 times out of 5 to the Necromancer’s 2 out of 5. Guardian of Souls with Nightmare Lantern – Dread Withering This lad is less certain than the previous two. He’s here purely for his Nightmare Lantern buff that provides a radiant wholly within 12” bubble of +1 to wound for NIGHTHAUNT units. Weighing in at 140pts, this guy is 8 Myrmourn Banshees’ worth of model and I’m grimly aware of it whenever he under-performs. A vulnerable character with only 5 wounds, this can be smacked out of the game by an opportunistic chaff squad or just a good round of shooting. However despite these flaws, when he’s in the right place at the right time the Guardian of Souls can guarantee a unit of Dreadscythe Harridans or Grimghast Reapers will destroy their targets, and even give Chainrasps a dangerous punch. His spell is not worth relying on but it’s nice, he’ll mostly cast Dread Withering. An average boy, with a lot to prove given he replaced the Knight of Shrouds on Ethereal Steed and a potential Triumph. Review: Ooooh bad news Guardian of Souls, you’re out of the band. 140pts is just too expensive for a radiant +1 to wound attached to an extremely vulnerable threat magnet. He died in nearly every game, failed to cast constantly and overall was a disappointment. “Dice games and external factors” you say to me, but for 20pts less I can have a Knight of Shrouds on Ethereal Steed throwing out +1 attack, comparable to +1 wound, with no dice roll. Which I intend to. See you next GHB Guardian of Souls, don’t call me unless you’re 100pts. Knight of Shrouds My personal favorite character in the army, nay, the Nighthaunt line-up in general. He’s very simple, a cheap close combat bruiser with a niche healing mechanic and a very powerful command ability. Spectral Overseer can turn even the infamously swingy Myrmourn Banshee melee profile into a weapon of nuclear destruction, and he spends most of his time smack in the centre of a unit of Dreadscythe Harridans. Serving as the nozzle of the funnel I pour all my excess Command Points into, he supports the team, he looks after the ‘Rasps and he’s the type of guy who’s happy to sober drive the Black Coach home. A very good boy, potentially the best boy. Review: What a good lad. Made the army work in every game while slapping to death any unit that had the AUDACITY to try and confront him head on. 100pts for this bloke is a steal, and he pulls the hard work every time. The only change I would make is have him dedicated to following around a unit that rewards his bonuses to hit more with damage output. Dreadscythe Harridans really couldn’t get it over the line but the Myrmourns slaughtered elite units with ease when buffed, and the Chainrasps smashed aside any threat with superior weight of dice. Chainrasp Hordes Hands down the best generic 80pt Battleline available to the entire Death Grand Alliance (fight me Skeleton Warriors). Chainrasps are another very simple unit, they have an Ethereal 5+ save and if there’s more than 10 of them, reroll 1’s to wound. Like any Death unit, their big vulnerability is mortal wounds and magic, but they make up with this with high bravery and the occasional deflection of a -3 rend attack that should by all rights erase them. They swamp objectives well, and nothing crushes the enemy spirits more than resurrecting 40 Chainrasps right as they manage to finally brick them the first time. Review: The only, only change I’m making is DOUBLING UP on that unit of 40. These little beauties were directly involved in every victory and close defeat all weekend. When squatting on Gravesites these little lads are nigh irremovable and bringing back the unit of 40 was impossible… because no opponent successfully managed to stomp it out. Let the ghostly glow of my ocean of Chainrasps become my signature, because all they do is win win win. Taking them out of the movement trays (following the lead of top NZ player Mitch Harty and his Skaven deployments and maneuverings) helped me think outside the box and make better use of their absolute area denial. Dreadscythe Harridans Alright these are a stylistic choice if I’m being honest. I bought 4 boxes when I started playing Nighthaunt (wanted to run a Shrieker Host to ****** off Skaven players) and ever since I’ve tried to make them good. They bring a lot to Legion of Grief as the best of the Big Three Nighthaunt threat units (Grimghast, Dreadscythe, Bladegheist) for buffing with the Knight of Shrouds command ability given they’re cheaper than the other 2 while having the most output raw damage wise with 2CP invested. Their -1 to hit aura also tends to come in handy against Destruction armies (well well well) and their large footprint and Ethereal save give them a wide range of options to contribute to the force. Review: Not great. Running Dreadscythe Harridans is a risk because their -1 to hit aura is a large part of their points cost but it will come into effect maybe 40% of the time due to popular armies tending to boast high bravery (Slaanesh, all Death armies, Stormcast Eternals) or boosts and rerolls that let them effectively shrug off the debuff (Skaven, Daughters of Khaine). The Dreadscythe’s only major contribution over the weekend was their large base size helping to zone off enemy units, and I could have achieved that with twice their number in Chainrasps for the same cost. Outside of running my meme-tier Shrieker Host in local games days, these ladies will be sitting on my shelf for a while. Myrmourn Banshees World’s most monopose unit. Coming in at a grand total of 4 available poses, which is 3 more than they have attacks. What they do have however is -2 rend and D3 damage on said attack, and they get a bonus attack for unbinding enemy spells, which they also get a large bonus to do. They can also dispel an endless spell at the cost of taking D3 wounds (happens at the start of the phase, do it near a gravesite and you’re golden) which ALSO gives them +1 attack. With even a single bonus attack this unit becomes scary, with 2CP invested from a Knight of Shrouds there isn’t a single thing they won’t kill. With only 12 in the unit, it’s not very hard for the enemy to murk this unit pretty quickly, but it would be a shame if somebody… brought them back. Review: Oh damn, it’s the golden girls. How does such a small unit over-perform so hard? They had no equal this event save the Chainrasps. One opponent outright refused to cast spells all game because he knew if he rolled a low but successful cast I would obliterate him with them immediately. Fantastic vehicles for the CP Farm that Legion of Grief is, these models are absolutely what you want in this list. And if 12 doesn’t quite cut it for you… perhaps 24? Grimghast Reapers A unit that needs neither justification nor explanation. Grimghast Reapers single-handedly kept Legions of Nagash relevant during the Daughters of Khaine Winter, and even bumping their cost to 160pts for 10 couldn’t hamper their effectiveness. Point them at an enemy threat unit and watch it die. Invest some CP in them and watch the enemy army die. When THEY die, bring them back. Rinse and repeat. Review: Yeah you don’t need me telling you these guys kick ass. Only change I would make is up the unit to 30 of them. They can just roam around the table with no support and still threaten anything the enemy may have half-capable of contesting them. They can fight over top of other units, reach over chaff screens to slap a cowardly hero hiding behind them and cheat their way up the table by taking 3 Damned Terrain sets of mortal wounds then immediately healing off 3 Gravesites and a Necromancer on turn 1. They’re good, and unless the GHB slaps them with ANOTHER unmerited points hike (stop punishing us for the behavior of Legion of Sacrament) they’ll stay golden. The Plan for the Future Obviously I’m taking the Legion of Grief to CanCon. I changed my twitter bio to feature “Number One Legion of Grief” and frankly I can’t come down from that level of behavior. Look forward to a similar list breakdown (and consequent review) in January when we take these ghosts straight to Canberra, Australia.
  2. List Breakdown – Legion of Grief – NZ Masters 2019 Overview Gidday all, Aiden here with the first “List Breakdown” for this blog. I had planned to do this the night before Masters but with me flying down tomorrow lunchtime and then likely drinking from there on out I’m not going to have the time. New Zealand Masters 2019 is the third Masters event our country as hosted, we have had one for every full year of Age of Sigmar gameplay since the game began. I’ve attended all of them so far, but this will be my first not running Skaven. In NZ we send out invites to our top 20 players then as people accept or decline, we work our way up the rankings from 20 to make up the numbers, with usually just over half of the top 20 being able to attend. Our country provides a unique challenge to masters attendance numbers, namely being split into two large islands (named Te Ika-a-Maui and Te Waipounamu by the native Maori culture. In true colonial fashion, European settlers applied their own well thought out and creative names for them, North Island and South Island respectively), despite this challenge to attendance we have had a good turnout for the event. The field is an interesting spread, with each of the Grand Alliances being well represented. The most represented is Destruction, with a wide range of Big Waagh lists, Ironjawz and a Gloomspite player. Death is the least represented with just myself and a Legions of Nagash list. How they do and general stats will all be covered in a post tournament report next week. The List Allegiance: Legion of Grief Mortal Realm: Hysh Leaders Dreadblade Harrow (90) - General - Trait: Vassal of the Craven King (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) Necromancer (130) - Artefact: Aetherquartz Brooch (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Guardian of Souls with Nightmare Lantern (140) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Knight of Shrouds (100) Battleline 40 x Chainrasp Horde (280) 10 x Chainrasp Horde (80) 10 x Chainrasp Horde (80) Units 20 x Dreadscythe Harridans (280) 15 x Dreadscythe Harridans (240) 12 x Myrmourn Banshees (210) 20 x Grimghast Reapers (320) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Overall very standard Legion of Grief fare for me. I’ve ran this self-same list for 10+ games now, with a variety of wins and… learning experiences. Overall it works well and what it does well, and has some weaknesses which can be covered with placement and planning. Below I have outlined the choices I made with this army, and why I made them. Allegiance Choice – The Legion of Grief Anyone familiar with my dreams of a competitive ghost army knows I’m in a perpetual pull between the Nighthaunt and Legions of Grief allegiances. Nighthaunt offers battalions, Wave of Terror and a flexible deployment method, Legion of Grief offers Gravesites and all the thrills that come with them. Given the local meta has a proclivity for taking lots of threat units, I valued the defensive capabilities of Gravesites and they won out this time. I will however be trialling Nighthaunt post-Masters to see if I want to take them to CanCon. Realm Choice – Hysh, Realm of Light Lol, you know why I picked this. At this stage Aetherquartz Broach is going to end up in my Last Will and Testament. Dreadblade Harrow – General – Vassal of the Craven King This one goes without saying. The combination of his ability to teleport basically wherever he needs to be every turn to resurrect fallen minions and the sheer power of the command trait Vassal of the Craven King singlehandedly prevent Olynder from ever being ran in her OWN legion. The Dreadblade is no close-combat king, he’ll struggle in a fight against even the most basic of chaff, but what he lacks in punch he makes up for with sheer utility. His movement happens at the START of the movement phase, and resurrection can be used at the END, ensuring he is always right where he needs to be to pull a unit out of the dirt. He’s a good boy. Necromancer – Aetherquartz Broach – Dread Withering Another that goes without saying. Pre-Grief, Nighthaunt players were willing to give up their first CP of the game just to sneak one of these into their army with Sons of the Lichemaster. His unique spell turns any of the threat units in this army into a slaughtermachine, and his Deathly Invocation is always handy if he’s near said units. Giving him Aetherquartz Broach makes sense because he can be kept the safest of my 4 heroes (except the Dreadblade, but never put all the eggs in one basket) so I don’t need to fear losing it. I’ve also given him Dread Withering in the even I need to dig through a high save value. Necromancer is another good boy. Guardian of Souls with Nightmare Lantern – Dread Withering This lad is less certain than the previous two. He’s here purely for his Nightmare Lantern buff that provides a radiant wholly within 12” bubble of +1 to wound for NIGHTHAUNT units. Weighing in at 140pts, this guy is 8 Myrmourn Banshees’ worth of model and I’m grimly aware of it whenever he underperforms. A vulnerable character with only 5 wounds, this can be smacked out of the game by an opportunistic chaff squad or just a good round of shooting. However despite these flaws, when he’s in the right place at the right time the Guardian of Souls can guarantee a unit of Dreadscythe Harridans or Grimghast Reapers will destroy their targets, and even give Chainrasps a dangerous punch. His spell is not worth relying on but it’s nice, he’ll mostly cast Dread Withering. An average boy, with a lot to prove given he replaced the Knight of Shrouds on Ethereal Steed and a potential Triumph. Knight of Shrouds My personal favourite character in the army, nay, the Nighthaunt line-up in general. He’s very simple, a cheap close combat bruiser with a niche healing mechanic and a very powerful command ability. Spectral Overseer can turn even the infamously swingy Myrmourn Banshee melee profile into a weapon of nuclear destruction, and he spends most of his time smack in the centre of a unit of Dreadscythe Harridans. Serving as the nozzle of the funnel I pour all my excess Command Points into, he supports the team, he looks after the ‘Rasps and he’s the type of guy who’s happy to sober drive the Black Coach home. A very good boy, potentially the best boy. Chainrasp Hordes Hands down the best generic 80pt Battleline available to the entire Death Grand Alliance (fight me Skeleton Warriors). Chainrasps are another very simple unit, they have an Ethereal 5+ save and if there’s more than 10 of them, reroll 1’s to wound. Like any Death unit, their big vulnerability is mortal wounds and magic, but they make up with this with high bravery and the occasional deflection of a -3 rend attack that should by all rights erase them. They swamp objectives well, and nothing crushes the enemy spirits more than resurrecting 40 Chainrasps right as they manage to finally brick them the first time. Dreadscythe Harridans Alright these are a stylistic choice if I’m being honest. I bought 4 boxes when I started playing Nighthaunt (wanted to run a Shrieker Host to ****** off Skaven players) and ever since I’ve tried to make them good. They bring a lot to Legion of Grief as the best of the Big Three Nighthaunt threat units (Grimghast, Dreadscythe, Bladegheist) for buffing with the Knight of Shrouds command ability given they’re cheaper than the other 2 while having the most output raw damage wise with 2CP invested. Their -1 to hit aura also tends to come in handy against Destruction armies (well well well) and their large footprint and Ethereal save give them a wide range of options to contribute to the force. Myrmourn Banshees World’s most monopose unit. Coming in at a grand total of 4 available poses, which is 3 more than they have attacks. What they do have however is -2 rend and D3 damage on said attack, and they get a bonus attack for unbinding enemy spells, which they also get a large bonus to do. They can also dispel an endless spell at the cost of taking D3 wounds (happens at the start of the phase, do it near a gravesite and you’re golden) which ALSO gives them +1 attack. With even a single bonus attack this unit becomes scary, with 2CP invested from a Knight of Shrouds there isn’t a single thing they won’t kill. With only 12 in the unit, it’s not very hard for the enemy to murk this unit pretty quickly, but it would be a shame if somebody… brought them back. Grimghast Reapers A unit that needs neither justification nor explanation. Grimghast Reapers singlehandedly kept Legions of Nagash relevant during the Daughters of Khaine Winter, and even bumping their cost to 160pts for 10 couldn’t hamper their effectiveness. Point them at an enemy threat unit and watch it die. Invest some CP in them and watch the enemy army die. When THEY die, bring them back. Rinse and repeat. The Game Plan Nice try James (my round 1 opponent) and anyone else attending, a wizard never reveals his secrets. Look forward to how it all turns out in the post tournament review, and all the pictures to come which will end up on my twitter at @ThreeTwoPrince.
  3. I am new to Sigmar! I would like to collect a death army and the two that really get me are Nighthaunts and Flesh Eater Courts! But I don't know enough about the game to know how they really play on the table, and I love the lore and Aesthetic of both (Might get both eventually, but I can afford one right now). How do they both play? And I know courts are a hoard army, but are the Haunts? Or are they more elite? (I like having fewer, better painted models overall). I am also more interested in fun to play, over raw competitiveness, though winning CAN be very fun
  4. Amidst a land of looming cliffs, wild streams, and dark pine forests, a harsh and rugged people claw their existence out of that brutal archipelago – Northern Ossia in inner Shyish. While the weather is rarely ever kind, and the wilds often teem with baleful spirits as often as wild animals, the seafaring Ossians proudly sustain themselves on trade and plunder in equal measure. Divided into independent, often feuding clans, Ossians recognize no rule above their Soulblight Jarls, and a king chosen from amongst their rank during ceremonial gatherings of heinous violence. The Age of Chaos tested the normally indomitable will of the Clans, many of which only survive as ghosts and dusty bones. Even in death however, the culture endures. Druidic necromancers have interpreted the Necroquake as the dawn of a new time, one of unending war and plunder which will restore former glory. Their greatest Jarl, Havard Fuilbeorn – literally the “Blood Bear” – has returned from a pilgrimage to remote Penultima astride a massive dragon, unique in almost all the realms. He has united both the living and the dead, the corporeal and the spectral, for the first time in a thousand years. With this grand army, he shall carve a bloody swathe across the Mortal Realms. Do you dare to stand in his way? Hello everyone, Martin here with a new hobby project. I’m moving on from a two-year devotion to Stormcast Eternals to break away from every comfort zone I’ve ever held dear, and have turned to Legions of Nagash. I’ve wanted to do this army for a long time, probably since early 2017, but hadn’t the courage nor the idea on how to execute it properly. The tidbit of lore attached should provide some context into what I want, but to further explain I didn’t want something like the endless waves of indistinguishable dead, I wanted something more aggressive and vibrant looking. The idea came about from playing fames like The Witcher 3 and Hellblade: Senua’s Sacrifice to create an army born of Celtic and Nordic influences. Brooding greens and cold greys would contrast with the pallid flesh of vampires and bright bone of the skeletons. There are subliminal nature themes within the army, though it is not one of reverence like that found in Sylvaneth armies, rather representing the inscrutable, inhospitable nature of the Ossian homeland. I have a goal of painting 1,000 points of the army over the next five weeks, and I will be posting regular updates delving into why I made certain choices about how things looked as well as the lore behind them. In addition to picking an army I believe can be more competitive for me in the long run, I also wanted to infuse more of a story into each unit, giving them as much character as possible. My test Nighthaunt unit for example, is a banshee sent from Nagashizzar to corral the spirits of deserter clansmen, commanding them to fight even when the Jarl had forsaken such a miserable and pathetic house of ingrates. In this month I have to paint -Vampire Lord on Zombie Dragon -Necromancer -30 Skeletons -5 Dire Wolves -10 Grimghast Reapers -4 Gravesites I’m doing this in cooperation with my local gaming club which is running a Warhammer charity event around building, painting, and playing models. I also want 1000 points complete so I can begin acclimating to the army as quickly as possible, even if the games are smaller. I hope you enjoy these pictures, feel free to leave feedback and check back in with the thread later down the line to see progress. Thank you.
  5. I'm not a great painter, but lately some people asked me how I realised my Nighthaunt's models painting, so I decided to create a sorrt of guide to specify it and talk about the various options that you can gain using really simple "tricks" about painting. Obviously is not something applying only to the nighthaunt. And the tricks can be used also for other clors eventually. Simply I mainly use it for my nighthaunt and geen about it^^ Here is the video:
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