Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

£14.625
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Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

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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-riddled 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. 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 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 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. 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 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. All in all a great game and a good win. The Purple Sun is soooo good. It denies movement, it debuffs saves, and sometimes it just outright kills 400 pts models.

Recommended: Movement Trays for 32mm Bases

Poor Army Traits/Artefacts –As a launch battletome Nighthaunts have really mediocre army traits and artefacts. 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.

Slitter –Before piling in, nominate a model within 1″ of the bearer and roll a die. If it is higher than the unit’s wound characteristic then it is slain. Good for a guaranteed extra killed model, and might occasionally tap a Hero too. B+ 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

Faction rules completely redesign the way the army is played, rewriting Nighthaunt into an incredibly mobile scalpel of an army. Best of all, you can combine multiple effects by making multiple charges. When your spectral hosts really gang up, they form a terrifying tidal wave that can overwhelm even the hardest targets with a dread combo of Shriek, Stun and Petrify, leaving them utterly helpless to retaliate – and with the updated Ethereal ability, you can retreat and charge again and again and again… Cloak of the Waxing Moon –Makes the bearers feel no pain a 5+ instead of a 6+. Decent though you get better artefacts. B

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 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). 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 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]Beacon of Nagashizzar – The Guardian of Souls comes with a spell, spectral Lure which normally heals D6 wounds (or restores models with that many wounds). This makes it a D6+3. Spectral Lure is pretty much why you even have it so this is worth considering. B+



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