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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Let it never be said that we here at Goonhammer are afraid to change our minds or admit mistakes. A unit of contention in our Arena of Shades review, Myrmourn Banshees are looking like some of the real big winners in this book. With all the benefits of running a tonne of small units, a unit or two of these ladies can put out some serious hurt (rend -3 on a good Wave of Terror charge!) while also helping shut down an enemy magic phase that is likely already struggling with the plethora of excellent wizards you’re likely already taking. Spell-eaters lets you roll 2D6 every time an enemy spell is cast, not unbound and targets a unit within 12”, and if you beat the casting value (adding +1 if your banshees have three or more models) the spell is unbound or dispelled. This is superb , as it really doesn’t matter how many bonuses the enemy has. Nagash and Teclis can both cast with some absurdly high numbers, but these ladies don’t care – your casting value six spell stays at six, doesn’t matter if you rolled a 16 to cast it. A unit or two of these is our third near auto-include unit. List building and competitive thoughts While before Nighthaunt could ‘deep strike’ using From the Underworld They Come , now at the end of deployment but before determining control of objectives you can choose up to three units and remove them from the battlefield to return to play at the end of any movement phase 9” away from enemy units. This is incredible, because your opponent has presumably deployed in response to how your army has been, but then you completely rewrite the battlefield. It also doesn’t limit how many units can leave the table – if you’re playing a small game with four units, you can hide one and put the other three into reserves before the game begins. 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. A Soul to Claim is the kind of strategy that would be really, really good in an event that lets you change grand strategies between games, but might be too much of a gamble otherwise. You choose an enemy unit with the highest wounds characteristic as the target, and complete this strategy if it’s slain by a friendly Summonable unit (which is most of your non-hero units). It’d be worth taking if you saw your opponent’s army and knew their beefiest unit was an 8 wound hero, but if you run into gargants and have a Gatebreaker on one wound left, you’re absolutely going to use whatever you have at your disposal to take that final wound off, rather than letting the beast run rampant hoping you can achieve it next turn.

Stolen Hours (Double, both Knight of Shrods): Heal this fighter for how much damage he delivered this activation. For my opponents, as I do tailor this list to hold up against them, it goes khorne player is running a 2 drop list with 3 bloodthirsters, one of which is skarbrand, the nurgle player is about 3 drops with 50 plaguebearers and 3 Great Unclean Ones, and the orks player is running a Big Waagh list that is near competitive so they say. The Dreadblade Harrows are the officers beneath the Knights of Shrouds. In life, each of these wights watched their leader's betrayal, neither helping nor hindering. Their half measures have been duly rewarded with a curse in death, for they are compelled to serve their treacherous lords eternally. [1a] Introduced in the new season of Warcry, Reactions are things that can be done in certain circumstances, but always during the enemy turn. They cost one action, so they can be used only by fighters that have not activated yet or are waiting. There are 3 universal reactions and one specific to each warband:Designed to be as easy as possible to assemble for new hobbyists while being detailed enough for the hardiest veteran to appreciate, this kit assembles 2 Easy To Build Dreadblade Harrows. Push-fit, with no glue required, this kit is incredibly straightforward to put together and comes on a pre-coloured turquoise plastic sprue. 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 The new edition of Warcry is with us and being a Nighthaunt player in Age of Sigmar I naturally wanted to take a look at their compendium rules to see which units I would be fielding in my games. However, with a whopping fifteen hero options, ten regular options and the two thralls (and the two monsters), I found it all very daunting and not really knowing where to start I took to the old reliable route (SPREADSHEETS!) to try and give me some insight into the faction.

Guardian of Souls (135) - Maul of Judgement - Artefacts: Beacon of Nagashizzar - Spells: Spectral Tether Unholy Light (Triple, Guardian of Souls): Heal D3 wound to all nearby friendly fighters (roll individually). 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

Behemoth

It’s also worth noting that the March 2022 The Hunt update, which introduced the priority targets and prime hunters rules, won’t apply to this book – the writers of that update cleverly included a caveat that if a battletome or battletome update has a more recent publication date than March 2022, units from that publication may not be designated as either priority targets or prime hunters. Which is… honestly fine! Nighthaunt are in a much, much better spot than they were at the time.



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