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====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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