Editing
Age of Sigmar/Tactics/Old/Death/Legions of Nagash
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information