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[2000] - Nighthaunt (with bonus Stormcast) - Expanding Soul Wars  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Fresh-Faced New User




Coming back into the hobby I was initially interested in 40k 8th edition, and rebuilding my 3rd edition Space Marines into something new and fresh. As it turns out 40k isn't the game to play around here, and while I've put some time into a few Killteams and their campaigns I'm now looking at jumping into Sigmar.

Until Freeguild get their own Battletome, I'm thinking of getting into Death, and more specifically Nighthaunt. I've looked at Soul Wars and built two 2000 point lists off of it for a casually competitive environment; the caveat of course being that I haven't played a game, don't yet own any books, and don't know what I'm doing. Both have Chromatic Cogs because that seems the thing to do.


So - the first list. It's the one with some cavalry because at first I really liked the idea of the Hexwraiths as a simple, cheap, fast, flying cavalry unit. Now though the more I actually look at the models (and compare their designs to the new Nighthaunt) the less I like them. It’s based around two Battalions and a few extra heroes.
Spoiler:
Allegiance: Nighthaunt
Mortal Realm: Shyish

Knight of Shrouds on Ethereal Steed (140)
- General
- Trait: Ruler of the Spirit Hosts
- Artefact: Slitter
Guardian of Souls with Nightmare Lantern (140)
- Lore of the Underworlds: Shademist
- Infernal Lantern (Artefact): Beacon of Nagashizzar
Lord Executioner (80)

The Condemned (150)
Spirit Torment (120)
- Artefact: Dreadbolt Ring
4 x Chainghasts (160)
20 x Chainrasp Horde (160)
20 x Chainrasp Horde (160)

Deathriders (130)
Dreadblade Harrow (100)
5 x Hexwraiths (160)
5 x Hexwraiths (160)
Black Coach (280)


Chronomantic Cogs (60)

Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 106


The second list is more horde focused. This time I’m using all of the models from Soul Wars, and while I understand that people are down on the Glaivewraith Stalkers I don’t think they should be so bad as to never use them in a non-tournament list. One again, based on two Battalions, a few extra heroes, and a unit of Myrmourn Banshees because I’d have them and they’ve got some style. I'm not sure if having the Stalkers and Reapers be such small units is worth it just for the Battalion: if I cut the Death Stalkers Battalion and Cairn Wraith and then merged those smaller units there'd be enough points left over to boost the Chainrasps to 30 strong each.
Spoiler:
Allegiance: Nighthaunt
Mortal Realm: Shyish

Knight of Shrouds on Ethereal Steed (140)
- General
- Trait: Ruler of the Spirit Hosts
- Artefact: Slitter
Spirit Torment (120)
Lord Executioner (80)

4 x Chainghasts (160)
8 x Myrmourn Banshees (160)

Chainguard (120)
Guardian of Souls with Nightmare Lantern (140)
- Lore of the Underworlds: Shademist
- Infernal Lantern (Artefact): Beacon of Nagashizzar
20 x Chainrasp Horde (160)
20 x Chainrasp Horde (160)

Death Stalkers (120)
Cairn Wraith (60)
- Artefact: Dreadbolt Ring
10 x Grimghast Reapers (140)
10 x Grimghast Reapers (140)
8 x Glaivewraith Stalkers (120)
8 x Glaivewraith Stalkers (120)


Chronomantic Cogs (60)

Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 117




I’ve also put together a list for the Stormcast just in case, but I’m a bit less interested in them. Using everything from Soul Wars; it's all Sacrosanct, made up of two Battalions and a little extra shooting. The Cleansing Phalanx Battalion has one unit of 10 Sequitors and one unit of 5. I think MSU works well in 40k, but maybe not AoS? (I was going Celestial Vindicators mostly for the scheme).
Spoiler:
Allegiance: Stormcast Eternals
- Stormhost: Celestial Vindicators
Mortal Realm: Chamon

Grand Convocation (130)
Lord-Arcanum on Gryph-Charger (240)
- General
- Artefact: Stormrage Blade
- Spell: Starfall
- Mount Trait: Aethereal Stalker
Lord-Exorcist (140)
- Spell: Terrifying Aspect
Knight-Incantor (140)
- Celestial Staves (Artefact): Staff of Focus
- Spell: Stormcaller
Knight-Incantor (140)
- Celestial Staves (Artefact): Mindlock Staff
- Spell: Celestial Blades

Cleansing Phalanx (120)
10 x Sequitors (240)
- Stormsmite Mauls and Soulshields
- 5x Stormsmite Greatmaces
5 x Sequitors (120)
- Tempest Blades and Soulshields
- 2x Stormsmite Greatmaces
5 x Evocators (200)
- 3x Grandstaves
- Lore of Invigoration: Speed of Lightning
5 x Evocators (200)
- 3x Grandstaves
- Lore of Invigoration: Celestial Blades


5 x Sequitors (120)
- Tempest Blades and Soulshields
- 2x Stormsmite Greatmaces
3 x Castigators (80)

Celestar Ballista (100)


Quicksilver Swords (20)

Total: 1990 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 105


So if anyone had any pointers for a new player about getting started, that’d be great to hear. Thanks!


This message was edited 1 time. Last update was at 2018/11/26 13:02:41


 
   
Made in ca
Speed Drybrushing





t.dot

So your mileage will vary based on your local meta and more importantly, your playstyle, but I'll try and at least give my perspective and what I've learned from the few games I've played.

I'm a very aggressive player, and my current list reflects this:
Spoiler:
  • Dreadblade Harrow
    - General, Pendant of the Fell Wind, Ruler of the Spirit Hosts
    Teleporting plus Nighthaunt Command Trait to pull units to him is super tech. I use him to throw around movement buffs and to support where needed. Is really useful to hunt exposed characters.

  • Reikenor the Grimhailer
    - Shademist
    Great beatstick, but his real strength are the Corpse Candles. Inflicting MW to himself to get +3 to cast means you get Cogs on a 4+. 3+ if you're near Arcane terrain as well. If you're taking Cogs, you should really consider Reikenor. Don't forget though that the MW for Corpse Candles must be suffered. So if the MW is saved, Reikenor doesn't get the bonus to cast.

  • Knight of Shrouds on Ethereal Steed
    His Command Ability for +1 Attack is fantastic because it's 18", and triggers in the Combat phase, so you can figure out where you need the attacks based on who successfully charged for maximum effect. Works great on Grimghast Reapers or Myrmourn Banshees (especially the Banshees!)

    Some would argue that a mounted/winged Vampire Lord would be better, since the target unit has to be within 15", not wholly within 18", which is a big deal. But I like to be able to have another Nighthaunt hero to provide another source of Deathless Minions aura, and Underworld deployment means I can drop him where I need to support. YMMV.

  • Spirit Torment
    Good for healing up units from general killing, and I usually keep him around my Bladegheist Revenants so they reroll all hits.

  • Guardian of Souls with Nightmare Lantern
    - Spectral Tether
    Free agent; usually follows my Grimghast Reapers around for healing and to buff with +1 to wound. But situation depending, sometimes he's paired with Banshees too to keep them at max strength and increasing their damage.


  • 10 Chainrasps
    Troops tax; I take them because I need the 3rd battle line and they're good to just park on a far objective away from the action (and to give me another Underworlds drop).

  • 6 Spirit Hosts
    Tank unit; I'd take more of them if I could. I really love using these to help anchor my line or hold an objective, especially with Mystic Shield to reroll 1's on their saves. I usually pair my Dreadblade Harrow with them because his General's Trait brings back D3 whole models, not wounds.

  • 30 Grimghast Reapers
    My mainstay beatstick. I almost always drop these guys in the Underworld, and I support them with whatever characters I need to get them to just remove things. I love that they innately reroll all hits against target units of 5 or more models, so they're ideal for taking out units (especially if you manage a 10+ charge roll!). I usually support this unit with the Knight of Shrouds for +1 attack, and the Guardian of Souls so they wound on 2+. MMM. Tasty.

  • 15 Bladegheist Revenants
    I usually keep these guys back guarding Reikenor and my backline, and move them up to counter-attack or hold the line as my Grimghast Reapers Lord-of-the-Rings all over the enemy. The ability to retreat and charge again (with a +1 attack bonus) is phenomenal, and a Spirit Torment in support to reroll all hits is really great! I love hunting monsters and smaller elite units with these guys.

  • 12 Myrmourn Banshees
    Another tech unit. At max strength, an innate +3 to Unbind makes them great for stopping a key spell, and once you're in position, eating your own Endless Spell for more attacks (+1 from Knight of Shrouds, +1 from Unbinding an Endless Spell, and potentially +1 from Unbinding an enemy spell) at rend -2 and damage D3 means these ladies will hit like an absolute brick. More often than not, my opponents won't even bother casting spells because of how much it empowers this unit.

  • Endless Spell - Chronomantic Cogs
    Deploy Reikenor on the table so that you can threaten a 4+ casting of Cogs immediately. Don't forget that slowing time to reroll the Wizard's saves (rerollable unrendable 4+!) and casting 2 spells (with Reikenor, inflicting MW for bonus to cast each time!) is just as good as +2 move and charge.

  • Endless Spell - Geminids of Uhl-Gysh
    More tech. 2D3 MW, plus a -1 to hit and -1 attack debuff can really up the survivability of your units, especially if you hit an enemy grinder unit (like 30 buffed Witches). Combo with Shademist for a further -1 to wound on a unit and laugh. I like the ability to follow my Banshees around with this spell too, and having the potential to eat it for an extra +1 attack.

  • Total: 1950/2000
    Extra Command Points: 1


    Insofar as takeaways from what I've learned so far:

    A lot of the scenarios in AoS are focused around objectives, and the ability to kill isn't necessarily what will win you the game.

    I'm not impressed by the Nighthaunt Battalions. I'd rather take another hero or more stuff.

    Speaking of Heroes, Nighthaunt live and breath by them. A lot of your buffs, and Deathless Minions all procs off your heroes, so don't skimp! My rule of thumb is often at minimum you want 1 hero for each unit you bring.

    Use your Underworld deployment to your advantage, especially with Cogs. A 7" charge with a Command Point reroll is incredibly reliable to pull off (with, say, 30 Grimghast Reapers buffed with +1 attack! ) However, be smart with which heroes you start on the field. Dropping from the Underworld happens at the end of the Movement phase, so if you want to cast spells or whatever, start those heroes on the field. I will usually have the Guardian, Dreadblade, and Reikenor on the field.

    Hexwraiths are garbage. They hit like a sack of kittens, and you can get the same mobility out of other units combined with the Pendant and/or Cogs.

    The Black Coach is...sub par. It's a support piece, but over-priced. If you take it, take two, and lots of Spirit Hosts (since the coach, empowered, also raises whole models, not wounds) to maximize your never-going-to-die theme.

    This message was edited 4 times. Last update was at 2018/11/30 20:27:28


       
     
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