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Games Workshop Warhammer AoS - Nighthaunt Bladegheist Revenants

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The new battletome brings a fresh Wave of Terror to these ethereal apparitions, ensuring they hit even harder.* Every time one of your Nighthaunt units makes a charge, you can compare the unmodified charge roll to the Wave of Terror table, and apply a petrifying penalty to a nearby enemy unit. Within this list the Spirit Hosts are mostly intended to provide a Bodyguard role to Reiknor but they are also available to take objectives in the rear. This list is vulnerable to shooting (a weakness of nighthaunt) especially Vanguard-Raptors. If they are present try to make sure that at least some of the Chainrasps are not visible and then remove the visible models first. This way you can still return models with the Spirit and Guardian. Hi Kiba ! Those are some good suggestions! With only two casters I think double Endless Spells is a bit excessive, but I could definitely see including the Purple Sun in this list (I'm the Sun King, so I should shouldn't I?). I'm a bit torn on what to take out to include the Purple Sun. I think the Chainrasps are really important for screening so I don't want to lose them. The Spirit Hosts is another option but then my heroes are a bit more in danger. I could also cut a 10 unit of Bladegheists - but then I would have to find something to spend the rest of the points on. Maybe something like: The other unit that had mortal wounds on 6s to hit, Spirit Hosts lost it and got given a new bodyguard rule, which allows nearby (3”) Nighthaunt heroes (so no Nagash) to pass wounds off onto this unit on a 3+. Nighthaunt have traditionally always fallen apart as soon as their support heroes die, so having a bodyguard unit that both has the summonable keyword so can be replenished and also doesn’t require a subfaction to use is fantastic. Along with the Cruciator these are almost auto include for at least one unit, if only to help stop enemy shooting from messing with your hero hammer too badly. A whole host of artifacts, command traits, battle tactics and grand strategies you’ve come to expect from 3rd edition battletomes.

The Nighthaunt Vanguard set makes it easy to get into the army and gives you a reasonable starting position. Cloak of the Waxing Moon –Makes the bearers feel no pain a 5+ instead of a 6+. Decent though you get better artefacts. B Chainghasts are pretty much as we saw them in Arena of Shades, functioning largely as a +1 to hit aura to Nighthaunt units while a Spirit Torment is on the battlefield. This is… nice, but because it’s dependent on a Spirit Torment floating around, killing that off means the Chainghasts are almost useless. At least you get them for free in the box with your Spirit Torment? Glaivewraith Stalkers Balefire Blade –Add 1 to the damage characteristic of a bearer’s melee weapon. Solid all around weapon choice. B

Recommended: Movement Trays for 32mm Bases

As usual, we will cover it next week, in a separate article, as there’s a lot to cover here. What’s in the Book? 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. Five Crossboos won’t really have any impact on the game, but bumping them up to ten will take up one of your precious reinforcement points and cost 190 points, more expensive than the excellent Namarti Reavers or even the continually problematic Lumineth Sentinels. This, dear reader, is not a good unit. If you were desperate for ranged firepower, consider Chainghasts. Or, better yet, consider another army. Each is posed swooping and jinking unpredictably; the chains that bind them to Shyish are swinging wildly about their forms. Within the cloaks, metallic face masks peer out – there are 10 of these included, each a different design, which can be modelled on any cloak assembly you desire.

All the warscrolls for Nighthaunt, including the new heroes Awlrach the Drowner and the Scriptor Mortis, and the new unit of Craventhrone Guard. Nagash is in here too! 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+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] I much prefer their new warscroll because now I can be aggressive with the unit and have a consistent source of rend 2 on infantry whose damage output is effectively doubled from what it was. Do I think this makes the Banshee a power house? No not really, but they’re a much better harassment unit than they were (a low bar to clear admittedly). In addition, it gives me an interesting source of non-traditional magic defenses that can be effective even against megacasters with large casting bonuses like Lord Kroak that do large amounts of aoe damage. 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 The Bladegheist Revenants of The Scarlet Doom live up to their blood-soaked name, and spread more than just fear on the charge. When they finish a charge move, they can roll a dice for each gyrating ghost in the unit – for each 5+, a nearby enemy unit suffers a mortal wound. It’s like a ghost-powered lawnmower. All enemies within 3” of friendly Nighthaunt units are terrified and cannot receive the inspiring presence command.

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