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Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

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No Inspiring Presence can really change the moves your opponent is willing to pull. How much are you willing to risk those Allopexes next to Sinister terrain? Or your Stone Guard after they’ve used their Aetherquartz? Low. Nighthaunts have been through an interesting up and down. They used to do reasonably well, then faced a decline that they haven’t really recovered from. You’ll see the occasional list appear on tournaments but not as often as one would like. It suffers from early battletome syndrome and it’s just very hard for them to make up the lost ground of having inferior army traits to newer, fresher books. Nighthaunts vs. Legion of Grief

We played Prize of Gallet. We had a smaller gaming table than the usual size and it was filled with some really cool terrain (but there was more than there should be in a tournament game).

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All in all a great game and a good win. The Purple Sun is soooo good. It denies movement, it debuffs saves, and sometimes it just outright kills 400 pts models. In contention with Craventhrone Guard for the title of ‘worst warscroll in the book’, Glaivewraith Stalkers have at best stayed the same since their previous iteration. Yes, they’ve gained a point of damage and rent, and now you gain +3 to charge a unit chosen at the start of the game, but you’re losing 1” range and reroll failed hits on the turn you charged your victim while also going up to 105 points, from 65. This is a bad unit with great sculpts. Maybe next time, mari lwyd. Myrmourn Banshees When they were first introduced the Nighthaunt were competitive but they faded a little with the arrival of the Elves (Daughters of Khaine, Idoneth and finally Lumineth). As an army they reward considered play and take a little bit to get the best from. Nighthaunt suits a player that is willing to take their time and wants to make the most of their opponents’ mistakes. We may have been a bit harsh on Nagash all of, uh, three paragraphs ago, but we really don’t think he has competitive viability at the top tables. He’s a model that’s very binary with victory almost decided at the list building step; if your army can solve the problem of him existing, you win, and if you can’t, you lose; there’s not a lot of tactical nuance or gameplay here. Bringing Nagash to a friendly game can lead to some real feels-bad moments when your opponent can’t solve him and you take off half their army, or they kill him round two and you’ve flat out just lost the game. We love Nagash at Goonhammer, but we’d happily see him reduced in power to increase in survivability and fun for everyone at the table. These are enormous benefits and will really change how the army plays. In the old rules your ghosts only got the 6+ ward save while within 12+ of a Nighthaunt Hero, limiting their ability to spread out over the battlefield. Now it’s just innate; you can use your various movement shenanigans to put your models exactly where they need to be without risking them losing their save.

Chainghasts are pretty much as we saw them in Arena of Shades, functioning largely as a +1 to hit aura to Nighthaunt units while a Spirit Torment is on the battlefield. This is… nice, but because it’s dependent on a Spirit Torment floating around, killing that off means the Chainghasts are almost useless. At least you get them for free in the box with your Spirit Torment? Glaivewraith Stalkers Many Character Options –This book has a lot of characters which can drastically influence your army composition.Note that although the sprues allow alternative builds for the Daughters of Khaine models, there is no Warscroll included for these alternate builds) The first thing you’ll notice when trying to build a list for your army is that points prices have increased a lot . We’ve seen lists go up hundreds of points, as the only unit that’s come down in points are Bladegheist Revenants down 15 from their last iteration. This is fine. The new battle traits and unit changes we think are very appropriately priced, and while you obviously can’t recreate your old army with this book for the same price, we haven’t been struggling to make new, effective armies with the changes in place. Terrifying Entity is the one we’re going to be testing first – with the number of interactions based around terrified , having your general project a 6” Aura of Dread rather than 3” could be quite nasty. It doesn’t give your general any personal bonuses, but Nighthaunt heroes have always been more about buffing their army rather than being blenders themselves. Slitter –Before piling in, nominate a model within 1″ of the bearer and roll a die. If it is higher than the unit’s wound characteristic then it is slain. Good for a guaranteed extra killed model, and might occasionally tap a Hero too. B+

Much better choices than your weapons, 2 go-tos for most tournament lists are here the Pendant of the Fell Wind and Midnight Tome. This list is meant to be straightforward and adaptable. Everything is in a battle regiment to give control of priority, however there is an option to place 3 of the battle line infantry into Expert Conquerors and the remainder into a Battle Regiment. Expert Conquerors makes the infantry count as 3 models on objectives – the Chainrasp would count as 60 models. Our Preference is to go second to make your opponent come to you (keep out of line of sight if they have shooting) and hopefully get the double turn. You can also redeploy up to 3 units via Vanishing Phantasms into reserve before the start of combat and then set them up in ambush (9” from the enemy). There are three blood-curdling debuffs on offer – if you roll a 4 or more, your Shriek will send chills down your victims’ spines, causing their aim to falter and subtracting 1 from hit rolls. On a 8 or higher, your gruesome visage will Stun even heavily-armoured foes, leaving them slow to raise their shields or dodge as they subtract 1 from save rolls. Ellarr: If I wanted to include a ranged unit in my army, I’d rather bring Chainghasts – they have longer range, one more pip of rend and wound on 3’s. You know what’s better than ignoring cover? More rend.

Recommended: Movement Trays for 32mm Bases

We don’t think either of these lists are perfect, but almost any list you throw together in this book is worth trying! Wrapping it all up

Pendant of the Fell Wind , included because counting is hard and there are too many neat artefacts to limit to just three. This Relic of the Underworld is a 3” aura of -1 to wound in melee, which is a pretty powerful debuff worth considering if you want to get frisky with your general. Normally you’d think ghosts want to avoid this, but Wave of Terror really incentiveses you to get as many things into combat as possible. Reaping Scythe –Casting Value 4. Supercharge the caster, letting them reroll all hits and wounds with melee weapons. Use this on a Knight of Shrouds with the Midnight Tome or Reikenor. B With this army, we are going to bring out three different battalions, the first being Command Entourage which will have most of your heroes and let you get your bonus artifact. Then you’re going to take Expert Conquerors and place your battleline units in there to get the additional points towards objectives. Finally, you will take Bounty Hunters and put the Banshees in there to do additional damage to your opponent’s Galatian units. Turns Deathless Spirits instead of a 5+ instead of a 6+ if within 12″ of Knight of Shrouds or Reikenor. A really solid take if you intend to bring these models anyway, as it will vastly improve survivability Deathriders

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A bonus command ability, you can pull a unit that’s already on the field over to your General and place that unit within 12″ of them and more than 9″ from the enemy. It’s not a great “oh shit” ability to protect your general since you can rarely place them between you and the enemy, but it’s good for emergency relocation if you want to capture a neglected objective or get them out of a tough fight. Command Traits

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