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====Others==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:''' ('''SUMMONABLE''', 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they're engaged in combat (either if they're the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6" move and 1 wound a piece, these guys are slightly cheaper than everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability. **Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren't battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead. **Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:''' ('''SUMMONABLE''', 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they're fragile - Reinforcement is mandatory. **These ladies can kill; that's for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they're either in Spirit Torment, KoS or any other re-roll or hit modifier range. **Arena of Shades has taken away that hit bonus, but they do gain a +1 to their unbind rolls if they do have a full squad. This fortunately also applies to Endless Spells and doesn't deal any damage. This simplifies their uses a lot more and they got better offensively as each model now does two attacks. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:''' ('''SUMMONABLE''', 75pts, Min:2) Spirit Torment's best friends. So long as the Spirit Torment's on the team, they extend his "everyone within 12" rerolls 1 to hit" ability by also emitting it. In melee, their scourge weapons deal some beefy hits with 4+/3+/-2/1 that also work as one of your very few shooting attacks. **Their role is to boost the Spirit Torment's aura across half the table, and they're good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the ''only'' shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:''' ('''SUMMONABLE''', 190pts, Min:10, Battleline for a Scarlet Doom army) With an 8" move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they're near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they'll draw a lot of fire, [[DISTRACTION CARNIFEX|but even that can be useful]]. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s. **While Arena of Shades has cost them the buffs from their leaders, these guys remain pretty much unchanged aside from the fact that they can issue orders to themselves, giving them a bit of extra help without needing those leaders. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:''' ('''SUMMONABLE''', 160pts, Min:10, Battleline for a Quicksilver Dead army) They apply -1 to hit against enemy units within 3" of them after charging and +1 to hit and wound enemies within 6" that suffered wounds or lost models. Decent in melee, with -1 rend and a chance for extra damage, with 4 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. **The Quicksilver Dead make these Harridans more dangerous by negating any wards. This makes them even more dangerous against foes that rely on wards like daemons on top of their frenzy of attacks. *'''Craventhrone Guard:''' ('''SUMMONABLE''', 95pts, Min:5, Battleline if Kurdoss Valentian is in the army), The Arena of Shades has finally provided the <s>Nighthaunt</s> Death with dedicated shooting, and it does not disappoint. These spooks carry crossbows that shoot through cover to compensate for the rather meh 4+/4+/-1/1 at short range. While they have the ward save native to the rest of the army, they'll still need someone to draw attention before sniping down the enemy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:''' ('''SUMMONABLE''', 0pts) The Briar Queen's personal squad of six Chainrasps; can't be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3" of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.
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