I’m not a warhammer “guru”, but i enjoy the game and the hobby aspect as much as the next nerd.
For this list i’m going to go a bit in-depth with my thoughts behind it, and thus as you read on, you’ll hopefully be able to draw your own conclusions. However, i will say that the list is designed to be mobile and deal a fair bit of Mortal wounds.
Without further distractions and deviations, let’s jump in!
Alright! So most of you guys who look at this list, will probably know what Nighthaunts do and how their allegiance work so i’ll just go through it a bit loosely. Tag along!
Aura of dread isn’t really something i have chosen to play much around, but the -1 to bravery occasionally makes a difference and helps get the enemy outnumbered in combats that drag out a bit.
Deathless Spirits is always nice, the 6+ shrug “wholly within Aura” from all heroes makes me use a minimum of 4 heroes in every 2k list that i write.
From the underworlds they come is one of the big reasons i enjoy playing Nighthaunt as much as i do, it really is a great tool. Although i must admit, i don’t always use it.
Feed on terror is something i often forget, and although it’s nice, i don’t have the skill to plan for it to take effect.
Wave of terror, getting the chance to get a free pile in and attack during the charge phase? Yes please! I know, i know, it’s very random, and it’s not going to consistently win you games, but it’s super fun when it happens.
The spectral summons command ability is your get out of dodge, get into dodge thing. Use it well, use it often i say. Paired with the dreadblade harrow, it really is a stellar ability that opens up some flexibility in terms of game plans.
Now i’m tired of typing on my smartphone, so let’s move on!
Artefacts, Command Traits & Abilities
As always artefacts do play a huuuge role in listbuilding, and with Nighthaunt, i feel it to be even more so!
In this particular list i have chosen 2 artifacts, “pendant of the fell wind” and “Midnight Tome”.
I’ve put the pendant on my Dreadblade harrow in this list(i usually have it on my Knight of shrouds on steed if i could fit it in). The reason why is because i can place him in an awkward position and not really care, because of his teleport ability. Although keep in mind how you wanna deploy the units that will benefit from the extra 3″ move the pendant grants.
The midnight tome is placed on my Guardian of souls, that way he can cast both shademist and spectral lure without me having to choose. Simple as that!
The command abilities in the list apart from the allegiance one isn’t something i use all that often, but those times you just need that 1 extra model on an objective to win, in such scenarios, Lady Olynder‘s command ability really helps you out.
Lady Olynder: I chose to include her as a damage-dealer in terms of mortal wounds, her healing and for her spell Grief-stricken. In addition, the fact that she can cast 2 spells in the hero phase gives the army some more magic presence; in any case you have some more dispelling opportunities against lists that focus a bit on spellcasting.
Reikenor, The Grimhailer: A great spellcaster with high mobility and a decent spell, decent Mortal Wound output, and snuffing out corpse-candles is a nice tool when you really need to get that spell of.
His innate mobility, ethereal 4+ save, 6+ shrug and decent combat profile makes him quite more reliable than the spellcasters of other armies.
Guardian Of Souls: So this guy is in there because of his spell and the +1 to wound aura that really helps get those hits through. (keep in mind that he has the midnight tome, so he also casts 2 spells).
Knight Of Shrouds: Great mobility, another Hero that can spread your 6+ shrug, also having dmg 2 and rend -1 on his sword attack makes him a threat to other heroes. I like using the Pendant on him because he has a big base, 6 wounds, is cheap and can easily move around to where you need him.
Dreadblade Harrow: So, For all of you who play nighthaunt you know this guy. For those of you who don’t, He has a teleport ability that let’s him show up anywhere on the board outside of 9″ of enemy units, pair it with the command ability in the allegiance; for 1 command point you get to drag a unit with you and place it wholly withing 12″ of him. That makes for some crazy board control and really keeps your opponent guessing where he’s going next, and what is going with him. Outside of that movement shenanigan business, his combat profile is like a slightly weaker Knight of Shrouds.
Spirit Torment: This guy is essential to any nighthaunt army i’d say. He heals units within 6″ in the battleshock phase, which really is nice since the battleshock phase happens twice each game turn. He also has a re-roll hit rolls of 1 aura for units wholly within 12″, which really helps generate more hits, which is really important for msu style armies.
Chainrasps: These guys are often talked about as one of the best battleline units in the game. I agree. Now, why you ask? well, they are cheap, can be fielded in all sizes from 10 to 40. I like to field them in 20’s or 10’s depending on what i need them to do. In this case, i take them in 10’s because they are a cheap screen that can move fairly fast or just stay backfield and keep your home objectives safe.
Hexwraiths: So, can’t field a deathrider battalion without them, lucky for me they don’t suck. With the points-cost of them going down it feels like they are more well costed. In my army, they have a in between job really. They can tank a bit with support from heroes, they deal mortal wounds, they are fast enough to grab objectives in enemy territory and with the battalion bonus to charges and improved wave of terror, they are a very interesting unit to play with.
The Black Coach: The big bad in the list! I really love the model, i love the rules. It is the entire army summarized into one iconic unit. It deals Mortal Wounds, It heals, It’s Fast and has some tricks up it’s sleeve. What it also does is prevent line of sight to your support characters by placing it in front of them. The Warscroll is long and complicated, so i’m not going into it; however, i will say that i think it’s worth the weight in gold.
Bladegheist Revenants: These models look so great, so yeah, i’ll take ’em any day. They are also quite good, although a bit on the expensive side. The real trick with them is that they get a bonus attack if they charged in the previous charge phase, which synergizes well with the allegiance abilities. They can also retreat and charge in the same turn, which means you can slingshot them around if you need to get to that one guy on the other side of the table. They also re-roll all failed hit rolls if they are wholly within 12″ of a spirit torment or a unit of chainghasts.
Chainghasts: A unit of 2 mini Spirit torments, what they do is extend the spirit torment‘s re-roll aura or can run after bladegheists to give them re-rolls as mentioned earlier. Now, what really is a hidden gem with them is that they are proper horde-killlers! In the combat phase their number of attacks in their profile is the same as how many enemy models are within 2″ of them. Since they fly, they can charge over screens and due to their small footprint, they can often assassinate characters with a load of attacks if there are many enemy models close by.
I wanted to use the deathriders battalion for the extra pile-in on a natural charge roll of 9 on the coach and hexwraiths. The +1 to charge distance doesn’t hurt either. It costs 130 points, takes you down a few drops and, gives you a sorely needed command point and the extra artefact.
For me, I feel like i need 2 artefacts, and with the changes of only being able to buy 1 extra CP after GHB2019, i kinda feel like the value of the command point is slightly increased.
As for allies go, there are some fun combinations, but i usually can’t fit more than a Winged Vampire lord into a list. When the GHB dropped, i was happy to finally see a difference in cost for the Knight of shrouds on steed and the vampire lord, because the vampire lord was in many ways a better choice. Now, there is more incentives to choose the KoS over the Vampire i’d say.
Magic, Endless & Realm Spells
Choosing the spells was hard, and i’m still not entirely convinced i have chosen the best ones, but in time and with more playtesting i might update this part.
Olynder got Soul Cage, the reason is that her abilities have a rather short range, and soul cage seems to fit her when factoring in that.
Guardian of Souls got Shademist because it’s a very supportive type of character, and with the midnight tome, i get to try healing as well as making a friendly unit harder to hit.
Reikenor got Lifestealer so he can sustain himself if he used the corpse candles ability to boost his own casting earlier.
In my local group, we usually don’t use the realm rules apart from artefacts so i haven’t really considered which realm my army comes from, i do like ghur or shyish.