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Games Workshop Warhammer AoS - Easy to Build: Nighthaunt Dreadblade Harrows

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Stolen Hours (Double, both Knight of Shrods): Heal this fighter for how much damage he delivered this activation. Outside of those collections, you will surely want a box of Grimghast Reapersthat allows you to assemble 9 Grimghasts and one Extoller and the unit is also extremely useful in any Death army for Age of Sigmar.

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] Even for Nighthaunts, Dreadblade Harrows are especially discorporate, phantasmal figures atop spectral steeds, who can disappear and reappear at will. They are the Knights of Regret, full of bitter recriminations. In battle they serve as bodyguards and lieutenants, or are despatched as outriders. Rearing upon their spectral steeds, they vanish into wisps of mist only to gallop out of thin air elsewhere to fulfil even the most unchivalrous commands - culling the vulnerable, cutting off retreating warriors, and other heinous tasks. [1a] Wargear [ ] Their loss in Toughness (only 4 now) makes them more vulnerable. They don’t have too many wounds and so they will suffer critical hits. In addition they are not particular strong so they rely on scoring critical hits themselves. Their resurrection ability is a bit worse than the Soulblight one but allows you to restore any fighter. Time-based missions in which you have to kill specific enemies within 3 or 4 battle rounds will be your biggest problem. While the term encompasses hundreds of different kinds of spirit, Nighthaunt all share a few common features that bind them together. Most are created in one of two ways – either soul-cursed to eternal torment at the moment of death or raised from their slumber by the amethyst magics of Nagash.Apart from that Nighthaunt were massively debuffed, with Toughness reduced for all fighters to 4 (from 5), few wounds were adjusted up but most decreased and the Spirit Hosts went from 1/4 damage to 1/3 (his ability transforms all hits in critical hits). On the positive side some weapon profiles were touched up and both Tomb Banshee and Chainghast saw their range increase (to 10″ and 12″ respectively). The Ever-Hanged is cheaper than Varclav, with better damage than a normal Chainrasp (1/4) and slightly higher wounds (10). 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. 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.

Fright of Flight is achieved if there are no enemy units within 6” of Nighthaunt units contesting an objective which is… challenging to achieve if you can’t control who has the final action of the game, and you have no meaningful ranged firepower to push the units away. In contention with Craventhrone Guard for the title of ‘worst warscroll in the book’, Glaivewraith Stalkers have at best stayed the same since their previous iteration. Yes, they’ve gained a point of damage and rent, and now you gain +3 to charge a unit chosen at the start of the game, but you’re losing 1” range and reroll failed hits on the turn you charged your victim while also going up to 105 points, from 65. This is a bad unit with great sculpts. Maybe next time, mari lwyd. Myrmourn Banshees from the newest contrast paint using Warp Lightning, to the paints specifically designed for this army ( Hexwraith Flame and Nighthaunt Gloom) to other technical colours like Nihilakh Oxide. Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn. Also, entirely arbitrarily, these units only moves 6” a turn, the slowest in the book. Give this one a miss. Scriptor MortisAs with the rest of the heroes, the remainder of the Nighthaunt units are largely there to just fill space and in my opinion none of them are either cheap enough to take as a swarm unit or do enough damage to take as a dedicated fighter especially when compared to those at the top of the list. As you’ll have seen by now with our looks at other factions like the Flesh-eater Courts and the Ossiarch Bonereapers , we’ve enlisted the aid of one of the Warhammer Age of Sigmar playtesters to tell us all about how the Nighthaunt are finding the new edition. Let’s take a look at what James has to say about his favourite findings. 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. 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.

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