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===Nighthaunt=== Spooky ghosts. The Nighthaunt have their own book and if you want to use them exclusively, [[Age_of_Sigmar/Tactics/Death/Nighthaunt|you should look elsewhere first]]. With the release of Age of Sigmar 2.0, many Nighthaunt units have been FAQ'd to be available to Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night armies. Several of these units are pretty great in a LoN army and should certainly be considered. You still have to ally in any other Nighthaunt units from their Battletome though. <div class="mw-collapsible-content"> ====Leaders==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:''' (60pts) The Cheapest hero and a Ghost. A hero with only four wounds, that's unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that's basically a Stormcast's Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he's pretty blendy, too. In open play, you can also field 3 or 4 of these guys in an unofficial unit and watch them tear through chaff (With scythes go figure). Sadly this doesn't work as well in matched play as these guys fill up your precious hero slots and considering how useful your heroes are right now, there's barely any reason to use this guy anymore *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]''' (80pts) a Cairn Wraith that became a 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. **Use with a Guardian of Souls nearby and with the Headsman's Judgement, this guy can dish out some serious hurt. **Sadly, only does the extra damage on unmodified wound rolls of 6. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]''' (80pts) Remember what we said about shooting? This is one of the few units that has a shooting phase in our army and her attack deals mortal wounds based on the opponent's Bravery. She has classic Nighthaunt defenses and Frightful touch BUT she only makes one attack. Her weapon has a solid profile, but it's better to keep her out of melee range and instead support your Skeletons with Deathless Minions. Her Scream has great synergy with any unit or death wizard that reduces bravery. She also is pretty affordable as far as hero units go, just make sure you don't bring her along when you fight high bravery armies like Daemons and Death. She shines vs Stormcast and grots because they have low bravery and are vulnerable to mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]''' (100pts) The Ghost Commander, CA that grant +1 to hit for Nighthaunt. He can work very well with some of the Nighthaunt elite infantry, although he does struggle to keep up with mounted ghosts. Other than that he functions similarly to a Vampire Lord. Same wounds, similar weapon except for 2 damage instead of d3, has regen but only when killing heroes. He is alright, but for 20 points more you can get the one on a horse with a better command and an additional wound. *'''[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, one extra wound plus the extra attacks from the spooky horse, and his command ability gives +1 attacks to 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. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]''' (140pts) A Wizard healer and Ghost support. His exclusive spell restores d6 wounds/resurrect of SUMMONABLE NIGHTHAUNT unit within 24", while he also makes every Nighthaunt wholly within 12" add 1 to their wound rolls, which is phenomenal for Chainrasps and inconsequential to Spirit Hosts. He is a welcome addition to making your Ghost LoN undying. *'''Guardian of Souls with Mortality Glass''' This variant is more useful to LoN armies than Nighthaunt ones, as while his spell only affects Nighthaunt units (allowing one to move in the hero phase, and if they retreat they can still charge that turn), his other ability is more general - enemy units within 9" of this model only roll 1D6 when charging, rather than 2. Sadly just too short-ranged to affect deep strikers, but could lead to some amusing [[rage]] from your opponent. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]''' (120pts) Obnoxious little guy with average stats, but good weapon stats(4+/3+/-2/D3 and "2 range) and the ability to restore d3 wounds to a Nighthaunt unit within 6" at the beginning of each Battleshock phase if at least 3 enemy models died in the turn (3 wounds with no roll if the dead guys are all Stormcasts). Plus every Nighthaunt unit within 12" can reroll any 1 to hit. He is a must-have in any Ghost focused legion. Another great support piece for Etherial LoN Lists. ====Nighthaunt Units==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Horde]''' (SUMMONABLE, '''Battleline''', 80/280pts, Min:10 Max:40) Get undead chaff, give them 6" flying and a unmodifiable 5+ save. They make superior chaff. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they're 10 or more. Get a bunch of heroes around them to buff their attack stats and enjoy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]''' (SUMMONABLE, 60pts, Min:4 Max:16) Another unit with annoying attacks. They reroll every failed hit roll in the turn they're engaged in combat (either if they're the ones who charged or not) and with drummer to retreat & charge. Take note that at 15 points, 6" move and 1 wound a piece, you might want to bring larger units of them to prevent "ye olde hexwraiths-getting-deleted-in-a-single-turn" conundrum. Have a hero that heals/resurrects float around with them, and turn that 1 Wound per Model disadvantage into some tasty tasty enemy-morale-breaking heals/resurrects. **Alternate Opinion: Never take them for anything but character hunting, as the glaivewraiths get rerolls to hits where the grimghasts do not, namely on units with less than 5 models. They have a cheap minimum unit, unlike the grimghasts, so taking a small unit to fill out a list and add even more table presence to your army is good. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:''' (SUMMONABLE, 160/420pts, Min:10 Max:30) These guys are both cheap and resilient and can pack a punch in melee with their 2 attacks and -1 Rend, especially if buffed by Vanhel's Dance Macabre from a Necromancer or Blood Feast from a Vampire Lord. You could even take one of the Nighthaunt heroes listed above, most of which have Nighthaunt-specific buffs. They can also re-roll hit rolls against units with 5 or more models, making them great against medium to large elite units and hordes. With their very high movement of 8" and the FLY keyword, they can take objectives quickly and efficiently. Unless you really want to run nothing but skeletons, consider the Grimghast Reapers as a cornerstone of your army. A good way to fit these guys into your army is to drop one of your horde Battleline units and replace them with cheap Dire Wolves, freeing up the points for a large unit of Grimghasts. *'''Spirit Hosts:''' (SUMMONABLE, 120pts, Min:3 Max:12) Oh boy, these ghoulish ghastlies are by far one of the most underrated units in the battletome. They seem expensive at first but they come with a lot of nasty surprises. First, like all Nighthaunt units, they have a 4+ save that cannot be modified positively or negatively (for those coming from 40K it's like an invulnerable save) they have 6 attacks each and if they hit on an unmodified 6+ they deal a mortal wound instead! These guys will be dishing out mortal wounds left at right all while being durable as fuck. And if that wasn't enough they are SUMMONABLE meaning they can regen wounds and fallen units (remember they have 3 wounds each meaning that they can only resurrect on a 5+ with deathly invocation and gravesites also holy shit they have 3 wounds.) It's worth saying that units of 3 or 6 are probably your best bet seeing as they have large bases and it would be hard for say 9 or 12 to all be in combat. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:''' (SUMMONABLE, 140pts, Min:5 Max:20) Hexwraiths occupy an interesting spot in LoN. On paper, they are better than ever. Summonable makes them Resection. Their Frightful Touch common to all Nighthaunt Units let them bypass rolls with mortal wounds. But the buff of Black Knights means you have 2 types of cavalry to pick from, (not including Blood Knights) and in a lot of cases, Black Knights are superior. They have the ability to deal far more wounds for 20 points less. But Hexwraiths do have several things over their cheaper cousins. They have far better durability, with the classic Nighthaunt 4+ unmodifiable save. They are also substantially quicker due to having fly and ignoring terrain and models when moving, and the ability to deal MWs to a model if they do move over them. Hexwraiths also have -1 rend on their scythes, making them far better in protracted combats or if they are charged first. Hexwraiths are then better suited at striking at vulnerable enemy units. Their speed and resilience mean that they are very good at taking out enemy support elements and assassinating enemy war machines and characters that stray, as well as dodging screening units. Nothing is quite as troll-y than flying straight over your enemy's tarpit, dealing a handful of mortal wounds to it and charging the archers behind them. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Legion Black Coach]:'''(120pts) Theoretically, the old Black Coach is pretty good, especially if you keep buffing it with Wizards. The problem with this is that in order to get all those buffs, you pretty much need to spam Wizards, which you are already spamming in some builds. **It ''is'' fast with a 10" move, but lacks flying (gaining it later at the Fourth Level of Evocation of Death.) and is missing the Nighthaunts penchant to ignore rend. He has the same weapon as the Cairn Wraith and the reroll hits if a unit has 5+, with the addition of 4 more attacks with his horses. So in an AOS1 Nighthaunt Allegiance army he will not level up reliably and costs the same as two Cairn Wraiths...the Wraiths will have 1 more wound, collectively, and double the good attacks on top of ignoring rend, oh and they fly. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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