Kings of War/Tactics/Nightstalkers: Difference between revisions

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Cleaned up format and added army special rules
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==Army Special Rules==
==Army Special Rules==
Mindthirst- The unit Gains inspired status whenever it's 12" away from an enemy with inspiring.
*'''Mindthirst:''' All units in this army gain Inspired status whenever it's 12" away from an enemy with inspiring. That means his standard bearer is better for you than him, and will see reduced usage as he decides when to employ him. TL;DR expect to see inspiring opponents to suicide rush or flee. Most of the core has no waiver,  and it has a large selection of monsters to better suit your <strike>tyranids</strike> Ghost models.


That means his standard bearer is better for you than him, and will see reduced usage as he decides when to employ him.
*'''Trans-dimensional:''' All units in this army have Stealthy unless otherwise noted.
 
TL;DR expect to see inspiring opponents to suicide rush or flee.
 
Most of the core has no waiver,  and it has a large selection of monsters to better suit your <strike>tyranids</strike> Ghost models.


==Unit Analysis==
==Unit Analysis==
===Hero===
===Hero===
*'''Banshee:'''  
*'''Banshee:'''  


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*'''Void Lurker:'''
*'''Void Lurker:'''


*'''The Dream Hunter [1]:'''
*'''The Dream Hunter [1]:''' A pretty standard hero stat line with Crushing Strength (1), Individual, and Lifeleech (2), but what really stands out is that this creature gives every Nightstalker unit you control within 9" Lifeleech (1), or +1 to an existing Lifeleech. This is really powerful, but requires you to deploy your army around the Dream Hunter and move in unison. You do get a lot of wiggle room at 9", so take advantage of it to maximize your Lifeleech bubble.


===Infantry===
===Infantry===
*'''Blood Worms:''' Lifeleech 2, like zombies sans rats.


*'''Blood Worms:'''
*'''Doppelgangers:''' These guys assume the base stats and crushing strength of their opponents, which means they're as good as their opponents. These things are murder against hammer units, monsters, and anything that missed defense class, and would be OP if gobbos didn't piss all over them unmolested. Typical best use scenario: Yo' dawg, I heard you like elite infantry! Hmm,  27 +2 attacks with 3 crushing strength? I'll take those.  Oh, well if you're attacking, can't you share that +5 defense? You get the idea.
Lifeleech 2, like zombies sans rats.


*'''Doppelgangers:'''
These guys assume the base stats and crushing strength of their opponents, which means they're as good as their opponents. 
These things are murder against hammer units, monsters, and anything that missed defense class, and would be OP if gobbos didn't piss all over them unmolested.
Typical best use scenario:
Yo' dawg, I heard you like elite infantry!
Hmm,  27 +2 attacks with 3 crushing strength? I'll take those.  Oh, well if you're attacking, can't you share that +5 defense?
You get the idea.
*'''Phantoms:'''
*'''Phantoms:'''


*'''Reapers:'''
*'''Reapers:'''


*'''Scarecrows:'''
*'''Scarecrows:''' They have a legion option.  They have shamble.  No wavier, and they die faster than anyone else in the list. In a list of gribblies they're your economy anvil.
They have a legion option.  They have shamble.  No wavier, and they die faster than anyone else in the list.
 
In a list of gribblies they're your economy anvil.


*'''Spectres:'''
*'''Spectres:'''


===Large Infantry===
===Large Infantry===
*'''Butchers:'''
*'''Butchers:'''


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===Cavalry===
===Cavalry===
*'''Shadowhounds*:'''
*'''Shadowhounds*:'''


===Large Cavalry===
===Large Cavalry===
*'''Fiends*:'''
*'''Fiends*:'''


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===Monsters===
===Monsters===
*'''Mind-screech:'''
*'''Mind-screech:'''


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===War Engines===
===War Engines===
*'''Portal of Despair [1]:'''
*'''Portal of Despair [1]:'''



Revision as of 00:36, 25 December 2015

Why Play Nightstalkers

You want to play an army of spooky creatures, but don't want to play demons or undead.

Army Special Rules

  • Mindthirst: All units in this army gain Inspired status whenever it's 12" away from an enemy with inspiring. That means his standard bearer is better for you than him, and will see reduced usage as he decides when to employ him. TL;DR expect to see inspiring opponents to suicide rush or flee. Most of the core has no waiver, and it has a large selection of monsters to better suit your tyranids Ghost models.
  • Trans-dimensional: All units in this army have Stealthy unless otherwise noted.

Unit Analysis

Hero

  • Banshee:
  • Dread-fiend:
  • Horror:
  • Shade:
  • Void Lurker:
  • The Dream Hunter [1]: A pretty standard hero stat line with Crushing Strength (1), Individual, and Lifeleech (2), but what really stands out is that this creature gives every Nightstalker unit you control within 9" Lifeleech (1), or +1 to an existing Lifeleech. This is really powerful, but requires you to deploy your army around the Dream Hunter and move in unison. You do get a lot of wiggle room at 9", so take advantage of it to maximize your Lifeleech bubble.

Infantry

  • Blood Worms: Lifeleech 2, like zombies sans rats.
  • Doppelgangers: These guys assume the base stats and crushing strength of their opponents, which means they're as good as their opponents. These things are murder against hammer units, monsters, and anything that missed defense class, and would be OP if gobbos didn't piss all over them unmolested. Typical best use scenario: Yo' dawg, I heard you like elite infantry! Hmm, 27 +2 attacks with 3 crushing strength? I'll take those. Oh, well if you're attacking, can't you share that +5 defense? You get the idea.
  • Phantoms:
  • Reapers:
  • Scarecrows: They have a legion option. They have shamble. No wavier, and they die faster than anyone else in the list. In a list of gribblies they're your economy anvil.
  • Spectres:

Large Infantry

  • Butchers:
  • Needle-fangs*:

Cavalry

  • Shadowhounds*:

Large Cavalry

  • Fiends*:
  • Nightmares*:

Monsters

  • Mind-screech:
  • Planar Apparation:
  • Screamer:
  • Shadow-Hulk:
  • Terror:

War Engines

  • Portal of Despair [1]:

Tactics

Abuse the hell out of his leadership.

The army as a whole does well on the offensive, but has little in the way of defense. This means shooting will hurt, an be wary of envelopement, you're not going to survive.