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

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To his benefit now, the undead god of poetic justice is incredibly mobile, with Spectral Tether allowing him to move to 9” away from enemy units, allowing you to place your big hitter exactly where he needs to go. He’s still going to dominate the magic phase with eight casts and unbinds at +3 while he’s suffered six or fewer wounds (even more so than Teclis, which makes us very happy every time it happens), and he’s got a couple of utility tools that might mean he sees play. Invocation of Nagash heals or resurrects up to 3 wounds to 5 different units, and Supreme Lord of the Undead means every time you determine how many slain models return, return an extra 1. While this might seem hilarious to combo with Olynder and a Guardian of souls, you’re dropping 955 points into this guy and you desperately need bodies to hold objectives and keep him alive, so the fewer ghosts you have the easier it is for those units to be completely removed, becoming unhealable. Death Magic Incarnate is a superb command ability, giving +1 to ward rolls for a Death unit anywhere on the battlefield. Combined with Discorporate or a high native ward save and you’ve got an incredibly tanky unit, but we’re not convinced you’ll have enough of those units to still do well in the game. 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. 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 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. The Dreadblade Harrows are a pair of mounted spectral knights, seemingly a touch more solid than many of their Nighthaunt brethren, but no less sinister. Each is armed with a dreadblade held aloft in their right hand, with their left hands clutching the reins – one set spiked, one set ornate – of their steed. Not much else is visible of the Harrows themselves, with a helmeted skull peering out from beneath their cloak.

Pendant of the Fell Wind , included because counting is hard and there are too many neat artefacts to limit to just three. This Relic of the Underworld is a 3” aura of -1 to wound in melee, which is a pretty powerful debuff worth considering if you want to get frisky with your general. Normally you’d think ghosts want to avoid this, but Wave of Terror really incentiveses you to get as many things into combat as possible. 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. 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). Heroic Actions are a great new feature to the game and allow Heroes to heal, making them even more survivable than before. Heroic Recovery is very reliable, given Nighthaunt are often at a Bravery value of 10. After making a charge roll with a Nighthaunt unit, look up the unmodified value you rolled on the Wave of Terror table and apply that effect to an enemy unit within 1”.So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing What changed in the new edition for the Nighthaunt Warband?

A lot of players have at least the beginnings of Nighthaunt armies thanks to Soul Wars and the Mortal Realms magazine series, and there’s never been a better time to break out this un-boo-lieveably different army. Nighthaunt have gained a consistent ward save, vastly better battle traits, useful bodyguards, retreat and charge, more speed, more battleline options… It’s hard for us to find something that got worse for this army beyond some modest points increases. Admittedly, the army was in a pretty bad shape, but this book really feels like it’s in a good place in the game overall. Our playtesting against the other books released this edition suggests Nighthaunt are absolutely a podium contender, and with the number of overlapping buffs and unit options in this book we’re sure that generals will be exploring new builds and ideas right up until their next battletome. Looking forward to striking fear into the hearts of all the Mortal Realms? That’s the spirit! A whole host of artifacts, command traits, battle tactics and grand strategies you’ve come to expect from 3rd edition battletomes. 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. 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.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 new profiles have been added following the small release at the beginning of 2022: Scriptor Mortis, Krulghast Cruciator, Craven Huntmaster and Craventhrone Guard.

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. Soul Wars: Knight of Shrouds on Ethereal Steed as a leader, Guardian of Souls as hero, 2 Grimghast Reapers, 2 Glaivewraith Stalkers and 1 Chainrasp. All available from the Soul Wars starter set for an all-round warband with weight, healing and numbers. The Ever-Hanged is cheaper than Varclav, with better damage than a normal Chainrasp (1/4) and slightly higher wounds (10). 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. Spiteful Spirit lets you roll a number of dice equal to your general’s Wounds characteristic on any turn they’re injured, inflicting a mortal wound on each enemy unit within 6” on a 4+. Most Nighthaunt generals that see combat aren’t going to be alive there very long, and while it might be cute as a little bomb it still doesn’t meet the mark for us.

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. It’s important to note here that the bodyguard ability happens instead of your hero taking a ward save, and the spirit host doesn’t get to make any kind of save either. Bodyguarding means you’ll take more damage, you just get to allocate where it goes , and that can be vitally important. Bladegheist Revenants Captured Soul-energy (Quad, Spirit Torment): After taking down an enemy, heal up to 6 wounds to all friendly fighters nearby. 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.

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