Games Workshop - Warhammer - Age of Sigmar - Nighthaunt Awlrach The Drowner

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Games Workshop - Warhammer - Age of Sigmar - Nighthaunt Awlrach The Drowner

Games Workshop - Warhammer - Age of Sigmar - Nighthaunt Awlrach The Drowner

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What in the Mortal Realms is that thing? It’s a Krondspine Incarnate of Ghur! This savage apparition is a manifestation of pure amber magic, created in the wake of Alarielle’s Rite of Life. It’s a new type of unit that’s part spell, part monster, and all danger. Your opponent won’t have anywhere to hide, which will pair perfectly with the battle traits we showed you last week. Also, entirely arbitrarily, these units only moves 6” a turn, the slowest in the book. Give this one a miss. Scriptor Mortis

Fright of Flight is achieved if there are no enemy units within 6” of Nighthaunt units contesting an objective which is… challenging to achieve if you can’t control who has the final action of the game, and you have no meaningful ranged firepower to push the units away. You can get this model and a ton of terrain in the new Thondian Strongpoint box set that looks to have everything you need for the new Season of War Thonida supplement! There is no doubting his style, and his timing right on the heels of the new Arena of Shades looks to give the Nighthaunts faction the first new units since 2018!A lot of players have at least the beginnings of Nighthaunt armies thanks to Soul Wars and the Mortal Realms magazine series, and there’s never been a better time to break out this un-boo-lieveably different army. Nighthaunt have gained a consistent ward save, vastly better battle traits, useful bodyguards, retreat and charge, more speed, more battleline options… It’s hard for us to find something that got worse for this army beyond some modest points increases. Admittedly, the army was in a pretty bad shape, but this book really feels like it’s in a good place in the game overall. Our playtesting against the other books released this edition suggests Nighthaunt are absolutely a podium contender, and with the number of overlapping buffs and unit options in this book we’re sure that generals will be exploring new builds and ideas right up until their next battletome. Looking forward to striking fear into the hearts of all the Mortal Realms? That’s the spirit! Awlrach the Drowner looks pretty neat for sure, and his rumored abilities can potentially help the Nighthaunts move even FASTER than before. Following the release of the General's Handbook, find out who these Galletian Veterans are, why they're so important in pitched battles, and what a Bounty Hunters core battalion can do for you. Louis Aguilar explains all. This multipart plastic kit builds one Awlrach the Drowner, a unique Hero and Totem for Nighthaunt armies. Propelling his odious, decaying skiff with a deathwood oar, this ghastly figure offers a tremendous boost to his army’s mobility by delivering units across the battlefield. He’s also a worthy painting challenge, loaded with grisly nautical details and a variety of textures to experiment with, from rusted iron and rotting wood to vengeful, ethereal spirits.

It’s important to note here that the bodyguard ability happens instead of your hero taking a ward save, and the spirit host doesn’t get to make any kind of save either. Bodyguarding means you’ll take more damage, you just get to allocate where it goes , and that can be vitally important. Bladegheist Revenants Chainghasts are pretty much as we saw them in Arena of Shades, functioning largely as a +1 to hit aura to Nighthaunt units while a Spirit Torment is on the battlefield. This is… nice, but because it’s dependent on a Spirit Torment floating around, killing that off means the Chainghasts are almost useless. At least you get them for free in the box with your Spirit Torment? Glaivewraith Stalkers These are enormous benefits and will really change how the army plays. In the old rules your ghosts only got the 6+ ward save while within 12+ of a Nighthaunt Hero, limiting their ability to spread out over the battlefield. Now it’s just innate; you can use your various movement shenanigans to put your models exactly where they need to be without risking them losing their save. Warning! Big beasties are on the loose in this huge modelling and painting article all about monsters. Rawr!

Behemoth

Faction rules completely redesign the way the army is played, rewriting Nighthaunt into an incredibly mobile scalpel of an army. The retreat and charge is an entirely unexpected icing on the cake. Combined with a general increase in movement to 8” on average, your ghosts are going to be where you want them to be, and none of these pesky screening shenanigans will matter. Discorporate Awlrach the Drowner leads a procession of Nighthaunt to conquer the lands of the Ulrung Fyreslayers in this mini-campaign, which includes a unique battleplan.



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