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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.