Games Workshop Warhammer AoS - Easy to Build: Nighthaunt Dreadblade Harrows

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Games Workshop Warhammer AoS - Easy to Build: Nighthaunt Dreadblade Harrows

Games Workshop Warhammer AoS - Easy to Build: Nighthaunt Dreadblade Harrows

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These are much more exciting to us than the Grand Strategies, offering a range of tactical choices. We’re expecting at least one of these to be achievable every turn of the game, so all that’s left now is practice how to get the most out of them! Credit: PierreTheMime Units The other unit that had mortal wounds on 6s to hit, Spirit Hosts lost it and got given a new bodyguard rule, which allows nearby (3”) Nighthaunt heroes (so no Nagash) to pass wounds off onto this unit on a 3+. Nighthaunt have traditionally always fallen apart as soon as their support heroes die, so having a bodyguard unit that both has the summonable keyword so can be replenished and also doesn’t require a subfaction to use is fantastic. Along with the Cruciator these are almost auto include for at least one unit, if only to help stop enemy shooting from messing with your hero hammer too badly. The Nighthaunt as a warband are extremely versatile, especially considering they have cavalry, ranged options and plenty of leaders.

Terrifying Entity is the one we’re going to be testing first – with the number of interactions based around terrified , having your general project a 6” Aura of Dread rather than 3” could be quite nasty. It doesn’t give your general any personal bonuses, but Nighthaunt heroes have always been more about buffing their army rather than being blenders themselves. The units are all well distributed, allowing a mix of more basic units like the Chainrasps or Glaivewraiths with more elite units like the Reapers and the Spirit Hosts for a real fun list building activity. Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn. James: Heading into the new edition, Nighthaunt armies receive notable gifts from the new Core Rules. Previously the army could struggle to replenish their ranks in the same way as other Death faction armies do. Now, with the new Rally command ability, you have ample opportunity to rejuvenate those ghostly spectres! Each hero phase allows you to replenish reinforced units waiting to roll that 10+ to charge and trigger the Wave of Terror ability.

Restricted to Nagash and Nighthaunt Hero Wizards only, here we see a few changes from the old lore, most notably and regretfully the loss of Reaping Scythe , most commonly seen on Nagash to allow him to reroll hits and wounds with Alakanash. Most of these spells have increased in cast value compared to previous versions, probably to take into account the fact that Nagash is a core part of the army now and casting on a 4 with +3 to cast was a bit silly. There’s a couple of key things to note here. Firstly, there’s no cap on how low you can reduce a unit’s save. With enough rend and Wave of Terror results, you can absolutely strip a unit down to no save whatsoever. Unholy Light (Triple, Guardian of Souls): Heal D3 wound to all nearby friendly fighters (roll individually). No Inspiring Presence can really change the moves your opponent is willing to pull. How much are you willing to risk those Allopexes next to Sinister terrain? Or your Stone Guard after they’ve used their Aetherquartz? Now, grouped into mighty processions and led by the capable Knights of Shrouds, the Nighthaunt sweep across the Mortal Realms to tear down the works of the living and inflict upon them the selfsame agony they must bear for eternity.

The Dreadblade Harrows are a pair of mounted spectral knights, seemingly a touch more solid than many of their Nighthaunt brethren, but no less sinister. Each is armed with a dreadblade held aloft in their right hand, with their left hands clutching the reins – one set spiked, one set ornate – of their steed. Not much else is visible of the Harrows themselves, with a helmeted skull peering out from beneath their cloak. Hey Haunters, I'm a rather new Nighthaunt player who brewed up a new 2000 point list and I would like to hear what the community thinks of it. I play in a small friend group of Khorne, Nurgle, and Orks. In contention with Craventhrone Guard for the title of ‘worst warscroll in the book’, Glaivewraith Stalkers have at best stayed the same since their previous iteration. Yes, they’ve gained a point of damage and rent, and now you gain +3 to charge a unit chosen at the start of the game, but you’re losing 1” range and reroll failed hits on the turn you charged your victim while also going up to 105 points, from 65. This is a bad unit with great sculpts. Maybe next time, mari lwyd. Myrmourn Banshees Thorns of the Briar Queen: Briar Queen, Varclav the Cruel, The Ever-hanged, 2 Thorns of the Briar Queen Chainrasp, Spirit Host and Grimghast Reaper. You need to keep two Chainrasp in reserve, but in a narrative campaign you can bring them on as soon as you increase your point limit. How to buy a Nighthaunt Warband

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Heroic Actions are a great new feature to the game and allow Heroes to heal, making them even more survivable than before. Heroic Recovery is very reliable, given Nighthaunt are often at a Bravery value of 10. The first edition Nighthaunt book introduced the fascinating idea of Nagash as a god of justice, with cruel and evil deeds in life rewarded (?) by unending servitude and punishment by Nagash in death. Kurdoss Valentian was punished for his ruthless desire to rule and murder of his own brothers with a curse of being fated to never rule and never kill again, a bitter jest of Nagash. Dreadscythe Harridans were once healers and nurturers that denied souls to Nagash through extending their life now cursed with rage against those self-same healers, and Chainrasp Hordes were vicious and irredeemable criminals, how fated to be tortured and imprisoned forever.



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