Garth Marenghi’s TerrorTome: Dreamweaver, Doomsage, Sunday Times bestseller

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Garth Marenghi’s TerrorTome: Dreamweaver, Doomsage, Sunday Times bestseller

Garth Marenghi’s TerrorTome: Dreamweaver, Doomsage, Sunday Times bestseller

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Exactly. Yeah. No, it's it was good fun recording it as well. So yeah, it's very stupid. Yeah, it's nice to do. You know, some other some of the silly voices. Yeah. Yeah. And I was happy to see the dark third homage to King's the dark half. I mean, it's a criminally underrated King novel and Romero films, so it's good to see Yeah, it gets a little bit I love made in life. There was no forewarning, there was no, you know, alert at all. No, I just went out and made lots of mistakes. And there you go like anyone else? Yeah, yeah. I'm a huge, huge Silent Hill fan. You know, Silent Hill, two and four are my favorites. And yeah, that that was, you know, that was definitely in my head while making them, you know?

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. Faction rules completely redesign the way the army is played, rewriting Nighthaunt into an incredibly mobile scalpel of an army. Nighthaunt gain four grand strategies and six battle tactics, which can generally be described in the immortal words “not great, not terrible”. Grand StrategiesWell, I mean, maybe people want to know about whatever they want to do or not. It's out there now. So you exactly, you know if you're listening, but I mean, yes, it's very well, your grandfather's glasses, so they actually have sentimental value beyond you know, the Gulf marine the ships, right? Also, entirely arbitrarily, these units only moves 6” a turn, the slowest in the book. Give this one a miss. Scriptor Mortis Oh, gosh, no, I don't think so. I hope everyone you know, is a thank you for listening, I should say yes. Thank you for listening. Thank you for having me on. And I hope you'd like to retire. I wish I had heeded the warnings to skip over the truly disturbing sections, but I listened thinking perhaps those were the funny bits. It initially stung to read that no longer could we deep strike half our army, but when you consider everything in this book now has base 8″ movement it’s not nearly as big a deal as it seems, and getting to decide what goes into reserves after deployment is a really nice touch that can really mess with your opponent’s options turn one. Wave of Terror

Finally, Arcane Tome from the core rules is not a bad option, giving you another wizard on a hero you’re likely already taking. Nighthaunt have a fair few nasty spells, and even with Olynder, Reikenor and a Guardian of Souls in the same list (probably unlikely), you’re still probably wanting to cast another spell. Look outside the box that is this excellent battletome, and you might just find some still very useful basic enhancements in the core rules. You hardly need the horror element that is soon introduced into the mix. In some ways, the tension actually dissipates with the advent of a monstrous bear-cum-angered-Inuit-spirit. Once the creature starts tearing exploratory parties to pieces, there is focus and legitimacy to the fears of the trapped men. But it is surely the sprawling and deepening nature of these fears that provides the true horror for us all. Or maybe that’s just 2021 speaking. Maybe vicious giant bears roaming the icy wastelands were more frightening, and will be again one happy day. 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. Yeah, well, I mean, they did a hell of a job, you know, with the interior. They really did. And, you know, it also evokes for me, the the atmosphere of I don't know if you've played the video game Silent Hill for the room.I mean, that's, that's has that has happened to me. And I think it happens to an awful lot of writers. And it's not a great feeling, I have to say, Huge glow up – Probably more than any other army in the game, Nighthaunt really needed an upgrade, with an old book containing old units and army-wide rules that seemed outdated just as the book was launched. The units are now generally much improved but the battle traits in particular are a lot better. I mean, would you often entertain your friends and your classmates with stories? I mean, I'm wondering what the kind of scene was there? One of the broader trends here is to strip out sources of rerolls wherever they were found and replace them with new effects or simply rewrite the scroll entirely. Despite having a whopping 16 leaders out of 27, many of these leaders have been tweaked and written to have a specific niche, resulting in a selection where you can make an argument to include almost everything here. Leaders From the mind of horror master Garth Marenghi: a masterful multi-volume horror masterpiece thirty years in the making...



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