Which of the Battle Formations for the Nighthaunt is your favourite? And how do you think Nagash will perform with the ghosts compared to the Soulblight, FEC, or Ossiarch Factions?
I did a lttle bit of number crunching: Harridans have a WPP value (Wounds per point ) of 0,0663 if their passive is not active. With an active passive they get up to 0,0993. Revenants are basically the same with a WPP of 0,0662 without a charge and 0,0993 if charged. In total the Revenants have a slightly lower floor, but are easier to setup. The Harridans have better utility. Hexwraiths and the Coach are imho not worth. On the Charge Hexwraiths have a WPP of 0,0778 in Charge and the disadvantage of beeing cavalry and therefore worse synergy f.e. with the Knight of Shrouds. The Mortal Wounds from the Charge are not helping significantly against high armored targets. The Coach only has a WPP of 0,0411. The Ceiling of reviving a Hero sounds nice, but the damage output is to low, to get it done reliably. The Coach is only useful for its possible ward safe aura. Reapers on the other hand are quite fascinating. A reinforced squad with a Cairn Wraith and the amulet gets to a WPP of 0,0996 against Infantry with more than 5 models. The best use for Reapers is against high armored infantry. I hope the numbers are helpful. And sorry for my grammar and possible strokes from reading this pile of s... ^^'''
@@rotm4447 Hi, could you please elaborate? I don't see a place for Hexwraiths right now. Harridans and Revenants are better beaters. For grabbing objectives there are better options like the Battle Formation "Vanishing Phantoms" or the Dreadblade Harrows. You could make an argument, that Hexwraiths are the best anvil unit in the book. But i am not sure how usefuel this would make them.
@@Hummeldudler Least points per wound, fastest unit we have, they have stun that buffs their mounts, control 2 each on 3w eth with all our buffs so they are the best capping units in the army and one of the best in the entire game and the best anvil and one of the best anvils in the game. Best unit in the book for RotSH. Best unit with Deathstalkers. Only unit we have that can power through which puts 20 control on a point 12" flying away from them. 10 of them charging with stun and lightshard hit as hard as 20 bladegheist with lightshard. They're the best unit with Nagash with 30w recursion and spam -1 to wound and 5+ ward. They do basically everything. They combo with Awlrach for alpha pins or hit and run with power through.
@@rotm4447 I misread stun. I assumed every unit would be able to stun and therefore did not put it into my calculations. This makes Hexwraiths way way better. Still not as hard hitting as Harridans or Revenants. But their mobility and tankiness make up for it.
Nagash, 50 Bladeghiest, Reikenor and 5 hexwraiths. Put them in death stalkers run and charge all over the board. Summon manifestations on a 4+ on the dice. Give everyone a 5+ ward on every unit wholly within 18" of Nagash. Resurrect a block of 20 Bladegheist once per game. Nighthaunt seems really good going into the new game. Nagash and Lady O seems mandatory tbh
This list just sounds so cool to me! I'm very tempted to bring NH for my first game of 4.0 next week I just can't decide on a list but it'll likely be very similar to this 😁
Ah indeed! I missed the 'unless'! Still nice to force your opponent to spend their precious command points or risk losing the benefits of the ability! Thanks for pointing that out!
Unless I’m wrong also - it basically means your opponent is always nervous to go down to 1 CP right? Because you can just deny them the whole ability if they don’t have an extra to spend.
Can only speak from 40k perspective, as I'm quite new to AoS. But a minimum 4+ hit is a great boon against any elite army. Something normally hitting on 2+ is basically reduced to 1/3 efficiency and a 3+ by that amount.
They will be coming for sure! I'm unfortunately away this weekend but will aim to get the next one up early next week - most likely for the other death factions first but eventually I'll do all the armies 😁
Not sure if this is intended.. but rules as written, if a unit is teleported by Awlrach, the units could still move afterwards. Awlrach uses his passage through the underworld core ability, so he can no longer move after that. But the unit he takes along with him has not used a core ability and could thus move still. That makes him kinda insane. I think it is intended that after he does it neither he nor the other unti can move, but as written, they certainly can.
Core rules do say that units that were set up cannot move in the same turn, since teleport wording mentions that you set up the unit again, i believe it couldn't move afterward.
I'd be interested to see just how it shakes out indeed, I have one which doesn't really justify the Formation over the others, but I'll be trying it out at some point just to see how it does!
I will be getting to it as soon as I can, promise! It's just one with a LOAD of Warscrolls so finding the time to write and record and edit the video will be a little trickier, but I'm hoping to get it done as a priority as I know lots of people will want to see that one! :)
Terrifying entity only usable on a knight of shrouds on steed. Kind of overly limited imo. if te let the hero use an aura of dread that had already been used, a second stun or petrify, or if heroes didn't have to outnumber to use shriek.... but as it is meh. the only heroic trait worth using is the revive. At least there's one decent choice. minor gripe though, so much good stuff in this army.
@@battlekiwi The only two auras that work on a single hero are Stun and Petrify as you have to outnumber the enemy for Shriek to work, and Stun only works on cavalry or war machines.
@@battlekiwi Hah! You sound like me and my mates - honestly, the amount of times we make mistakes because we read the first part of a rule then skipped over the rest of it...
I'm just going to say it: the black coach subfaction is not as good as it looks on paper with the limit to 6". That model is mostly overhang on either side and all the usefull infantry this edition is on 32mm bases (that are notorious for not wanting to rank up as an added nuisance)... I wouldn't even want to run it over death stalkers, just because of how limiting the range is for your big infantry blocks.
@@woanjinnchong273 You can do that as they're all different abilities, but each of the 3 aura of dread abilities can only be used once per turn - so 3 in total in the same charge phase, Stun, Shriek and Petrify. So you can't have one guy use the trait that allows him to use 2 aura of dread abilities to double up on one that's already been used - I assume that's what you meant when you asked if you could use 4 abilities in the same phase?
@@stephenhumphreys9149 No, I really did mean theoretically, a unit uses Wave of terror and 3 other units in combat can use the remaining 3 aura of dread abilities.
@@stephenhumphreys9149 yes pretty much, one uses the one that allows everyone in combat to charge again. Then three others use the individual dread abilities making it all 4 in total. It could be done but highly unlikely everything falls into place.
Which of the Battle Formations for the Nighthaunt is your favourite? And how do you think Nagash will perform with the ghosts compared to the Soulblight, FEC, or Ossiarch Factions?
Honestly Lady O a Banshee Harradins Spirit Hosts and a detachment of Hexwraiths sounds fun
Nighthaunt was the ones first got me interested in AOS and I'm actually really happy with the new edition and NH warscrolls.
I did a lttle bit of number crunching:
Harridans have a WPP value (Wounds per point ) of 0,0663 if their passive is not active. With an active passive they get up to 0,0993.
Revenants are basically the same with a WPP of 0,0662 without a charge and 0,0993 if charged.
In total the Revenants have a slightly lower floor, but are easier to setup. The Harridans have better utility.
Hexwraiths and the Coach are imho not worth. On the Charge Hexwraiths have a WPP of 0,0778 in Charge and the disadvantage of beeing cavalry and therefore worse synergy f.e. with the Knight of Shrouds. The Mortal Wounds from the Charge are not helping significantly against high armored targets.
The Coach only has a WPP of 0,0411. The Ceiling of reviving a Hero sounds nice, but the damage output is to low, to get it done reliably. The Coach is only useful for its possible ward safe aura.
Reapers on the other hand are quite fascinating. A reinforced squad with a Cairn Wraith and the amulet gets to a WPP of 0,0996 against Infantry with more than 5 models. The best use for Reapers is against high armored infantry.
I hope the numbers are helpful. And sorry for my grammar and possible strokes from reading this pile of s... ^^'''
hexwraiths are the best unit in the book.
@@rotm4447 Hi, could you please elaborate? I don't see a place for Hexwraiths right now. Harridans and Revenants are better beaters. For grabbing objectives there are better options like the Battle Formation "Vanishing Phantoms" or the Dreadblade Harrows. You could make an argument, that Hexwraiths are the best anvil unit in the book. But i am not sure how usefuel this would make them.
@@Hummeldudler Least points per wound, fastest unit we have, they have stun that buffs their mounts, control 2 each on 3w eth with all our buffs so they are the best capping units in the army and one of the best in the entire game and the best anvil and one of the best anvils in the game. Best unit in the book for RotSH. Best unit with Deathstalkers. Only unit we have that can power through which puts 20 control on a point 12" flying away from them. 10 of them charging with stun and lightshard hit as hard as 20 bladegheist with lightshard. They're the best unit with Nagash with 30w recursion and spam -1 to wound and 5+ ward. They do basically everything. They combo with Awlrach for alpha pins or hit and run with power through.
@@rotm4447 I misread stun. I assumed every unit would be able to stun and therefore did not put it into my calculations. This makes Hexwraiths way way better. Still not as hard hitting as Harridans or Revenants. But their mobility and tankiness make up for it.
R.I.P extoller of shyish/bell boy
The bell has tolled for him RIP ☠
Nagash, 50 Bladeghiest, Reikenor and 5 hexwraiths. Put them in death stalkers run and charge all over the board. Summon manifestations on a 4+ on the dice. Give everyone a 5+ ward on every unit wholly within 18" of Nagash. Resurrect a block of 20 Bladegheist once per game.
Nighthaunt seems really good going into the new game. Nagash and Lady O seems mandatory tbh
This list just sounds so cool to me! I'm very tempted to bring NH for my first game of 4.0 next week I just can't decide on a list but it'll likely be very similar to this 😁
an 880 point character "mandatory"?
the shit tournament players say
@@halflifeger4179 ¯\_(ツ)_/¯
What you mad at?
Kurdoss would cost him an extra command point but the command would go off
Ah indeed! I missed the 'unless'! Still nice to force your opponent to spend their precious command points or risk losing the benefits of the ability! Thanks for pointing that out!
Unless I’m wrong also - it basically means your opponent is always nervous to go down to 1 CP right? Because you can just deny them the whole ability if they don’t have an extra to spend.
thought on cloak of shadow, put it on a knight of shrouds that has a unit of spirit host following him and making him extremely tough to kill
Yeah that definitely does help! I might try it out in my next Game of 4th in a few weeks ;)
Can only speak from 40k perspective, as I'm quite new to AoS. But a minimum 4+ hit is a great boon against any elite army. Something normally hitting on 2+ is basically reduced to 1/3 efficiency and a 3+ by that amount.
Man can we get these for every faction? I love these so much
They will be coming for sure! I'm unfortunately away this weekend but will aim to get the next one up early next week - most likely for the other death factions first but eventually I'll do all the armies 😁
I am getting back to AoS, i think i found my re entry army :D
Yes! They're so much fun, I love my nighthaunt :D I hope you enjoy them if you do decide on them!
Not sure if this is intended.. but rules as written, if a unit is teleported by Awlrach, the units could still move afterwards.
Awlrach uses his passage through the underworld core ability, so he can no longer move after that. But the unit he takes along with him has not used a core ability and could thus move still. That makes him kinda insane. I think it is intended that after he does it neither he nor the other unti can move, but as written, they certainly can.
Core rules do say that units that were set up cannot move in the same turn, since teleport wording mentions that you set up the unit again, i believe it couldn't move afterward.
@@nicolasjacquin3507 this is a very good argument! Thanks for pointing that out. I guess i missed that when reading the rules.
The coach might be a trap. I will keep testing it but so far it has done … not much, especially vs armies with a decent armor save
I'd be interested to see just how it shakes out indeed, I have one which doesn't really justify the Formation over the others, but I'll be trying it out at some point just to see how it does!
@@TheSixMachine MVP by a mile so far: Dreadblade Harrows. Basically 3 guaranteed battle tactics if you don’t mess up
When will the stormcast faction analysis be available? +info about the models coming out in 2025 and what do you think about it thx :)
I will be getting to it as soon as I can, promise! It's just one with a LOAD of Warscrolls so finding the time to write and record and edit the video will be a little trickier, but I'm hoping to get it done as a priority as I know lots of people will want to see that one! :)
I'm a 40K player that just got into AOS and I really like the nighthawk but did they lose the ability too haunt terrain?
Terrifying entity only usable on a knight of shrouds on steed. Kind of overly limited imo. if te let the hero use an aura of dread that had already been used, a second stun or petrify, or if heroes didn't have to outnumber to use shriek.... but as it is meh. the only heroic trait worth using is the revive. At least there's one decent choice.
minor gripe though, so much good stuff in this army.
yeah bit werid that one of the heroic traits is specific to 1 hero
Don’t see anything about it being cav specific on card or on app that I can see?
@@battlekiwi The only two auras that work on a single hero are Stun and Petrify as you have to outnumber the enemy for Shriek to work, and Stun only works on cavalry or war machines.
@@stephenhumphreys9149 ah yeh, I didn’t go past just reading the trait 😆
@@battlekiwi Hah! You sound like me and my mates - honestly, the amount of times we make mistakes because we read the first part of a rule then skipped over the rest of it...
I'm just going to say it: the black coach subfaction is not as good as it looks on paper with the limit to 6".
That model is mostly overhang on either side and all the usefull infantry this edition is on 32mm bases (that are notorious for not wanting to rank up as an added nuisance)... I wouldn't even want to run it over death stalkers, just because of how limiting the range is for your big infantry blocks.
Theoretically you could do 4 aura of dread abilities in one charge phase?
No, they're all once per turn abilities.
@@stephenhumphreys9149 so you cannot have a unit do petrify and a different unit do stun if they both successfully charged?
@@woanjinnchong273 You can do that as they're all different abilities, but each of the 3 aura of dread abilities can only be used once per turn - so 3 in total in the same charge phase, Stun, Shriek and Petrify. So you can't have one guy use the trait that allows him to use 2 aura of dread abilities to double up on one that's already been used - I assume that's what you meant when you asked if you could use 4 abilities in the same phase?
@@stephenhumphreys9149 No, I really did mean theoretically, a unit uses Wave of terror and 3 other units in combat can use the remaining 3 aura of dread abilities.
@@stephenhumphreys9149 yes pretty much, one uses the one that allows everyone in combat to charge again. Then three others use the individual dread abilities making it all 4 in total. It could be done but highly unlikely everything falls into place.
asking everyone to please stop calling it recursion for my sanity
Why? whats wrong with it? (Though I always call it resurrection myself)