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===Leaders=== ====Named Characters==== *'''Nagash, Supreme Lord of the Undead:''' (955pts, Behemoth) Of course, your massive Skelepope remains the mightiest and most powerful of heroes, costing about half of an average army's allotment. Not only does he know every spell in the Lore of the Underworlds (plus the two he personally owns), but he can also control the entire magic phase thanks to all of his special boons. On top of this, he's also able to raise 3 wounds worth of models (plus another model due to a separate buff for your spells) for up to 5 different {{AOSKeyword|Summonable}} units, making him a very powerful support. This does unfortunately leave him being relatively fragile for such a massive model with 16 wounds and a 3+ save with a 4++ ward against mortal wounds. This makes him very vulnerable to any artillery and enemy monsters that can throw a punch. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf Lady Olynder, Mortarch of Grief]:''' (215pts, {{AOSKeyword|Emerald Host}}) First new Mortarch since the End Times and your faction leader, making her always general. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee and in every shooting phase picks an enemy unit within 12" and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and once per battle she can raise d6 wounds worth of models for every {{AOSKeyword|Summonable}} unit on the board. In addition, she has a 12" bubble that lets her negate enemy commands issued on a 5+, letting the enemy waste their command points while you can keep pressing your advantages. If you're looking for a support general it's a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn't use a command point. Olynder isn't really a support unit like her model suggests; she's an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since hers is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with. ** Be careful using this gal. While 7 wounds with a 4+ unrendable save and a 4+ ward is good, the fact that she needs to be fairly close to the fighting makes her more vulnerable. ** Unlike the mounted Mortarchs, Olynder isn't a monster and does benefit from the Look Out Sir, which coupled with her unrendable save and ward increases her survivability. Despite that, her low wound count and lack of healing makes her debatably the squishiest Mortarch compared to Arkhan (14 wounds, "heal up to six wounds a turn if he kills something in combat", 3+ armor, 6+ ward and rocking a 3 wound auto-heal per turn), Katakros (20 wounds, 3+ armor, 6+ ward and the option to auto-heal 3 wounds on himself a turn), Mannfred (14 wounds, 3+ armor, healing up to 6 wounds a turn if he kills anything in CC, 6+ ward and negating the first wound or mortal wound he suffers in each phase) and Neferata (14 wounds, 3+ armor, healing up to 6 wounds a turn if she kills anything in CC, 6+ ward, her immune to rend spell and her 1- hit debuff aura). **<ASSEMBLY TIP> Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don't want to be the one grieving. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:''' (180pts, {{AOSKeyword|Grieving Legion}}) The General Killer. Usurper. Nagash's Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+/-3/3, a hefty boost with the new battletome. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which means a lot more with all the commands that now populate the game. There's really not much else to say about him, fly him into your enemies behind and wreck face. ** When Kurdoss was first resurrected he said "Kurdoss does not serve!", "But neither does he rule!" said the two Servants beside him and they laughed! ** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn't exactly too tough. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:''' (165pts, {{AOSKeyword|Grieving Legion}}) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting a1 to hit and wound enemy wizards and priests plus dealing automatic wounds on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12", plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12" or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it. ** Since you can't ally in Arkhan outside of a Grand Alliance: Death army, and Arkhan no longer gains the spells of nearby '''DEATH''' wizards, Reikenor is definitely your go-to caster for Nighthaunt. *'''Awlrach the Drowner:''' ({{AOSKeyword|Grieving Legion}}) A surprise new hero for the new battletome. He's also pretty flimsy with 7 wounds but he's a quite nimble at 10" and his weapon has a 3" reach and 3+/3+/-2/d3. His charges make his weapon even deadlier by dealing d3 extra attacks and dealing d3 mortal wounds on the target of his charge, making him another usable assassin, though without magic. All he does get is a command ability that allows him to redeploy a squad each movement phase, which is insanely useful for setting up your army. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:''' (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she's a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3", hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6" of a point 18" away from her; if the roll is either greater than the target's Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase. ====Others==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:''' (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he's pretty tough. With basically a Vampire Lord's melee profile (Damage 2 instead of D3) he's not a pushover. His Command grants Nighthaunt units WHOLLY within 12" +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he's absolutely fantastic. He's tough as nails and regenerates if you kill an enemy '''HERO'''. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll. **With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn't cranking out the MWs like he used to. Plus, with the new book, there's not a lot of units that necessarily need that bonus, or can actually fit with his 12" aura, thanks to the accursed Wholly Within change. Plus, he's only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:''' (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18" instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord's ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES's command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that's coming from the underworld. **Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:''' (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18" '''or''' resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9" add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts. **Suffers from the "I'm so good at supporting the army that everyone guns for me" syndrome. Many NH players find their guardians dying real fast when people figure out they're the key to victory! Be sure to surround them with bodies and even then aren't protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you've got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model. **One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian's unique Spectral Lure spell from restoring d6 wounds to D6+3 - it's a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably. *'''Guardian of Souls with Mortality Glass:''' Same as above, but instead of buffing wound rolls forces enemy units within 9" to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24" of the caster to make a normal move of 6" that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it. **As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he'll get a release with a new book. But for now, he's strictly narrative only. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:''' (115pts) He has average defensive stats but packs a surprising punch in melee thanks to his chains. He also heals units or restores models for a {{AOSKeyword|Summonable}} unit within 12" at the end of each combat phase, regardless of any damage dealt. **Arena of Shades has sadly robbed the re-roll aura, conferring that to the chainghasts, but it remains just as reliable a rezzer for your troops. In addition, its weapon now deals a flat 2 damage so you don't have to worry about potential stragglers from a bad damage roll. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:''' (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3" in melee. That last ability is the only real reason this would be worth taking, and even then he's probably not worth the points. *What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:''' (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he's not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9" from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab. **Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don't really offer much damage, they don't have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. **with the expansion of generic command ability. They can reliably deal them out at any time. ** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:''' (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn't completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2" range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they're charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much. ** The big reason to grab the Cairn Wraith is for his crowd control. While useless against heroes, he gains a number of attacks next to the number of enemy models within 3" of him, letting him get a stupid number of attacks against hordes like Skaven and Gloomspite Gitz. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:''' (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that's pretty decent) and a scream attack for shooting. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 12" range on her scream, she can deepstrike in and still fire off a scream; while this won't do much damage, this is still a great way to throw some wounds at the enemy with a lucky roll. ** While her screams no longer damage based off of Bravery, she does have a new ability in the charge phase that can force enemies to spend more command points to issue orders for the turn on a 4+, which can be pretty troubling with the right setup. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:''' (120pts) New Nighthaunt hero. They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend. Sadly, he no longer boosts ward saves, but if he's within 12" of any terrified enemies he can use that to make any friendly ghosts within that bubble reduce all damage taken by 1. With the right setup, you can make this guy something of a medic but it's too unreliable to be an auto-take. *'''Scriptor Mortis:''' (150 pts) Arena of Shades' new hero unit. These ghosts obsessively write down the history of the skelepope's empire and use those same books to damn its foes. During a hero phase, the Scriptor can damn a non-{{AOSKeyword|Death Hero}} and for each future turn, you roll a d6 and deal 2d6 mortal wounds if you roll below the round number. This sounds like a nice way to constantly deal damage, but this comes at the cost of being trapped to a rather meh melee attack. It also has a defensive perk, letting it distribute an incoming wound to a nearby pack of SUMMONABLE goons to keep it alive.
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