276°
Posted 20 hours ago

Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

£14.625£29.25Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

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

Note that although the sprues allow alternative builds for the Daughters of Khaine models, there is no Warscroll included for these alternate builds) I took the Midnight Tome, for the bonus artifact on the guardian of souls allowing me to get off the Purple Sun or Cogs whichever is needed more for free once per game.Finally an equivalent for All Out Defense ! As we’ve spoken about in Hammer of Math articles before, a 5+ ward is more than twice as good as a 6+ ward, because any saved wound has a higher chance of being saved again. Using this ability at just the right time will be absolutely game winning. We’ve taken to calling this ability All Out Ghost in the Goonhammer office. Frightful Touch We played Prize of Gallet. We had a smaller gaming table than the usual size and it was filled with some really cool terrain (but there was more than there should be in a tournament game). Grieving Legion: Enemy units cannot retreat while they are within 3” of any Grieving Legion units with 10 or more models. This ties in well with the many rules that tie in to the terrified function of Aura of Dread, but given this army’s fragility we can’t see this being taken as a mainstay – it would have been amazing as a command trait or unit ability, but the other Processions seem much nastier on face value. With this army, we are going to bring out three different battalions, the first being Command Entourage which will have most of your heroes and let you get your bonus artifact. Then you’re going to take Expert Conquerors and place your battleline units in there to get the additional points towards objectives. Finally, you will take Bounty Hunters and put the Banshees in there to do additional damage to your opponent’s Galatian units.

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. 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. The first thing you’ll notice when trying to build a list for your army is that points prices have increased a lot . We’ve seen lists go up hundreds of points, as the only unit that’s come down in points are Bladegheist Revenants down 15 from their last iteration. This is fine. The new battle traits and unit changes we think are very appropriately priced, and while you obviously can’t recreate your old army with this book for the same price, we haven’t been struggling to make new, effective armies with the changes in place. I much prefer their new warscroll because now I can be aggressive with the unit and have a consistent source of rend 2 on infantry whose damage output is effectively doubled from what it was. Do I think this makes the Banshee a power house? No not really, but they’re a much better harassment unit than they were (a low bar to clear admittedly). In addition, it gives me an interesting source of non-traditional magic defenses that can be effective even against megacasters with large casting bonuses like Lord Kroak that do large amounts of aoe damage.

Recommended: Movement Trays for 32mm Bases

All Death armies have a 6+ Feel No Pain save when wholly within 12″ of a friendly Hero. This is yours. From the Underworlds They Come This does however mean the Knight of Shrouds is even more pointless than it was before, as these guys do what he does for free. We expect a rewrite for the KoS on foot when it comes time for the battletome on that basis.

A niche utility unit that doesn’t see much play. They can attempt to unbind a spell as a wizard does, gaining +1 to the unbind roll for every 4 models. And that’s it. You likely won’t have enough models to get more than +1 to unbinding without paying more points than they’re really worth. While they can also eat an endless spell, it comes at the cost of the unit taking D3 mortal wounds, something you cannot afford on a unit of one wound models. You have plenty of casters, let them do the heavy lifting. Dreadscythe Harridans Finally, if you roll a magnificent 10 or more, you can apply the strike-last effect as you Petrify your enemies into paralysis. A higher roll is always better, as you can choose to apply any of the effects to apply with each charge. Shyish Reaper –Casting Value 7. A predatory spell that moves 8″ (12″ in Shyish), the controlling player can pivot it before moving it and for every model it passes over, roll a die, if the die rolls higher than their save characteristic, deal 1 mortal wound. Like Aethervoid pendulum but with more control, which kind of goes against why you’d take that spell (To keep an opponent from using it on you). Don’t bother. 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 StalkersLingering Spirits gives you a 4+ ward save against mortal wounds, which is nice but you probably have better things to be doing than probably still failing to keep your general alive against Lumineth Sentinels. Moving like a ghostly cyclone, the creatures known as Bladegheist Revenants spin in a frenetic fashion. They are souls taken from those who met particularly tormenting ends - those sealed in spike-ridden encasements, choked beneath water or buried alive. Their last living thoughts were a frenzy of desperation, a last flurry of defiance in an attempt to break free. Thanks to Nagash's terrible curse, that horrible ending moment has been preserved forever in the Bladegheist Revenants. [1a] As a wizard he may cast one spell and deny one spell. I’ve given him Shademist which has a casting value (CV) of 6 and allows him to grant a friendly unit within 12” -1 to incoming wound rolls. He can place this on himself. He also brings special ability to improve his casting (Corpse Candle) and a warscroll spell (Wraithstorm).

We may have been a bit harsh on Nagash all of, uh, three paragraphs ago, but we really don’t think he has competitive viability at the top tables. He’s a model that’s very binary with victory almost decided at the list building step; if your army can solve the problem of him existing, you win, and if you can’t, you lose; there’s not a lot of tactical nuance or gameplay here. Bringing Nagash to a friendly game can lead to some real feels-bad moments when your opponent can’t solve him and you take off half their army, or they kill him round two and you’ve flat out just lost the game. We love Nagash at Goonhammer, but we’d happily see him reduced in power to increase in survivability and fun for everyone at the table. Next, we will finish up the book with The Scarlet Doom: Bladegheist Revenants become a battleline unit, and every time they make a charge move roll a dice for each model in the unit. On a 5+ they deal a mortal wound to an enemy unit within 1” of them. 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. B Even before the release of the new battle tome we were seeing a small resurgence including a top 10 at LVO for the Nighthaunt. A faithful band of followers, leavened with new recruits, has kept the faction alive in the competitive scene. With a new tome, and the move to smaller hero based armies, it’s perhaps one of the best times to start Nighthaunt.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. But let’s talk positives – if you play Reikenor’s Condemned between now and the new book, you get to benefit from both hit rerolls for Chainrasps as well as the +1 to hit from the new warscroll which is pretty nice if you want a brief period of supercharged Chainrasps. Oh and Myrmourn Banshees have an interesting defined role now, which is nice. 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 new battletome brings a fresh Wave of Terror to these ethereal apparitions, ensuring they hit even harder.* Every time one of your Nighthaunt units makes a charge, you can compare the unmodified charge roll to the Wave of Terror table, and apply a petrifying penalty to a nearby enemy unit.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment