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===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:''' (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14" movement with fly, and a 4+ ethereal save, it's not going down anytime soon. It has either a single shooting attack with a petty 10" range, but it does do D3 damage and has rend -3 or its regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have <s>4</s> 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers' Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. Its Evocation of Death works like this now: At the start of each battle round roll 3 dice, <s>on a 4+</s> on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle. *#'''Level 1''': Heal d3 wounds at the start of your hero phase and return d3 slain models to a '''NIGHTHAUNT''' unit within wholly within 12" of it. *#'''Level 2''': Re-roll 1's to hit for this model and can run and charge in the same turn *#'''Level 3''': After charging pick a unit within 1" of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds *#'''Level 4''': Can retreat and charge in the same turn. *#'''Level 5''': At the start of your hero phase, roll a dice for each enemy unit within 3" of this model on a 4+ deal D3 mortal wounds. ** While it's a bit of a mixed bag, the mix is all things that you want and your opponent doesn't want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts. ** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through its scythe. But once you get that second or third level, it's time to let this bad boy fly into the enemy and help finish off lightly wounded units. It's also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy. {{anchor|FWMourngul}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):''' (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat. Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by a 6+ Ward save. In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it's an unmodified hit roll, so a Knight of Shrouds on foot won't affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. Yet you have a whole army of synergies and rules to play with, so he has a place in your lists. ** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant. **The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and being the only Monster available for Nighthaunt (gaining access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks), he's a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws and the Stomp Titanic Duel can up his damage even further, and he can shut down enemy Command Abilities while being able to take some hits between his ghost saves, hit debuff and healing ability. He can't finish off whole units on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.
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