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Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

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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 Bladegheist Revenants of The Scarlet Doom live up to their blood-soaked name, and spread more than just fear on the charge. When they finish a charge move, they can roll a dice for each gyrating ghost in the unit – for each 5+, a nearby enemy unit suffers a mortal wound. It’s like a ghost-powered lawnmower. Also, entirely arbitrarily, these units only moves 6” a turn, the slowest in the book. Give this one a miss. Scriptor Mortis Ellarr: If I wanted to include a ranged unit in my army, I’d rather bring Chainghasts – they have longer range, one more pip of rend and wound on 3’s. You know what’s better than ignoring cover? More rend.

Within this list the Spirit Hosts are mostly intended to provide a Bodyguard role to Reiknor but they are also available to take objectives in the rear. This list is vulnerable to shooting (a weakness of nighthaunt) especially Vanguard-Raptors. If they are present try to make sure that at least some of the Chainrasps are not visible and then remove the visible models first. This way you can still return models with the Spirit and Guardian. Low. Nighthaunts have been through an interesting up and down. They used to do reasonably well, then faced a decline that they haven’t really recovered from. You’ll see the occasional list appear on tournaments but not as often as one would like. It suffers from early battletome syndrome and it’s just very hard for them to make up the lost ground of having inferior army traits to newer, fresher books. Nighthaunts vs. Legion of Grief Reroll all failed hit rolls for Chainrasps within 15″ of spirit torment or Chainghasts. This would be awesome if Spirit Torments and Chainghasts were just a bit better, as it stands the tax is just too high. Chainguard We don’t think either of these lists are perfect, but almost any list you throw together in this book is worth trying! Wrapping it all up Shadow’s Edge – Choose a melee weapon, on an unmodified 6 deal D3 Mortal wounds instead of a normal wound. Strap this to a D1 weapon otherwise you risk doing less damage. Otherwise its fine. BI don’t really understand what Games Workshop was thinking here, because while I see the reasoning behind not giving Grand Aliiance: Death a top shelf ranged unit (that’s not their thing after all), I would at least expect they would give us a unit that can do something. This unit doesn’t do anything. The Midnight Tome in Relics of the Underworld lets a wizard once per battle automatically cast a spell to summon an endless spell with an unmodified 12 that cannot be unbound. While our choice would probably be Emerald Lifeswarm, Nighthaunt endless spells have received major upgrades and are all incredible viable, which we’ll get into just below. Pendant of the Fell Wind , included because counting is hard and there are too many neat artefacts to limit to just three. This Relic of the Underworld is a 3” aura of -1 to wound in melee, which is a pretty powerful debuff worth considering if you want to get frisky with your general. Normally you’d think ghosts want to avoid this, but Wave of Terror really incentiveses you to get as many things into combat as possible.

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!Lightshard of the Harvest Moon –Pop this once per game. Once you do every unit within 12″ can reroll failed hits. Crazy good with the right timing, but you need to manage the aura around the Guardian of Souls. B+

The various Processions of the underworlds have their own ways to take advantage of terror. The Grieving Legion is home to Kurdoss Valentian, who loves to choke the life from his victims in a tide of ectoplasm. These cursed souls prevent enemies from retreating if they’re too close to a GRIEVING LEGION unit with 10 or more models – a perfect use for massed Chainrasp Hordes. The best case scenario is you deep strike this unit 12” away to pepper something and hold an area of the board. The problem is, why wouldn’t I use Chainrasps for that role? The Craventhrone aren’t going to kill a damn thing anyway, so I’d rather have double the wounds for the same cost. 12” range means you can’t keep them safe from any melee units, and they’re an inefficient screen, an inefficient ranged unit and an absolutely amazing sculpt. Seriously guys, these models are great. End on a high note, right? Wrapping things up The first key unit though isn’t a unit, the Procession, Emerald Host, will get a lot of work done for us through the Emerald Curse 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. Mortalis Terminexus –Casting Value 6. Predatory endless spell that moves 8″. After moving the model the controlling player chooses to reverse time (Heal D3 wounds for all units within 6″) or advance time (Deal D3 wounds in 6″). In Shyish the range is increased to 12. Actually decent utility and could see use.My game went really well. I faced a list with 140 Clanrats, Plague Furnace, Verminlord Warbringer, Grey Seer, Clawlord, 3 units of rat swarms and a Plague Priest. As usual, we will cover it next week, in a separate article, as there’s a lot to cover here. What’s in the Book? A whole host of artifacts, command traits, battle tactics and grand strategies you’ve come to expect from 3rd edition battletomes. AoS 3.0 and the new battle tome sees a major change in their play style but they retain their mobility which is one of the best reasons to play them. They also have access to and strong synergy with possibly, at least in my opinion, the most interesting model in the game – Nagash.

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