Introduction
Are you sick of units getting 9inches deep into your men ? this is the spooky dude for you …Guardian of souls ( GOS for short) with Mortality Glass has two incredible tricks to help attacking or defending your list here is the run down to find out more
In-Game Guide
So the whole reason for this rundown is for what this little guy does with one spell and one ability that can seriously change the game…..
Mortality Glass
This is the Alt version from the original GOS with the nightmare lantern. the main reason to use this guy in your list and what will trigger the f$%k out of your opponent.
All enemy units within 9iches of this guy may only use 1 dice when determining the charge distance. This is great when your opponent forgets about him and gets a little to close. This means any enemy trying to charge you 9,8 or 7 inches away CAN NOT MAKE THE CHARGE. and even when there 3inches away there’s still a chance it will fail to do so. This is fantastic at keeping enemy units at bay and keeping your none combat units from getting smashed.
Temporal Translocation spell
this little spell might not seem a lot but is incredible when used correctly. on a 6 + to cast pick a Nighthaunt unit wholly within 24″ of the GOS and that unit may move 6″. If the unit is already in combat that unit may still charge in the following charge phase. This is a great little trick to help you get your combat units to where they want to do. for Example. Turn one your big block of 30 reapers are on the 18″ line you pop this spell move them 6iches forward then move 8″ forward, your huge unit is now 4″ away from there front line and your opponent won’t know what hit him !!! Also when you’re trapped in combat with a unit holding you back from claiming that gold objective you can use this to swing your unit around the enemy and get the gold…
The Warscroll
So this is where it gets a little tricky … To get the warscroll you need to go to a GW store on their birthday to buy preorder it and then one week after ..ITS YOUS
The warscroll itself isn’t actually on their aos app it comes with the model with points and everything to use too.
So this guy has some pretty average stats 6ich move 5 wounds but he is Etheral so will always keep his 4+save no matter what and he’also wizard with an amazing spell and access to all the nighthaunt spell lore. he’s not great in combat but hopefully, with his tricks, he will never need to see it. he also gives the DPR to death units around him. The best thing about him is his Grave sand hourglass slowing the time down a virtual standstill ….see above to find out more.
Units That Synergise With It
this is a fantastic buff unit but doesn’t really need anything to buff him
Units it Synergises With
This guy is a great Buff hero and works incredibly with all nighthaunt units especially with units u need to move strategically to get the gold or just get your combat unit into the enemy’s face turn one in the game and any death hero you need to keep alive and out of combat ( My Arkans little helper )
Allegiance Abilities
This spooky ghost can have his choice of two allegiances either his Nighthaunt or the legion of nagash abilities. The only downside of him being in the legion of nagash is he doesn’t get access to the legions spells lore unfortunately but your going to want to use his own spell regardless so not the end of the world. He can choose spells from the nighthaunt lore tho so can also add some other fun tricks with that too. His is a hero too so he has access to all artefacts and commands trates from either faction so this guy can be as versatile as you want him to be.
Artefacts
one stand out Artefact from all of the nighthaunts choices is the Pendant of the Fell Wind Adding +3″ to the movement of any Nighthaunt units wholly within 12″ of this hero combined this with his spell and that can be plus 9″ to a units move making even Spirt hosts lightning fast
Spells
Temporal Translocation spell
this little spell might not seem a lot but is incredible when used correctly. on a 6 + to cast pick a Nighthaunt unit wholly within 24″ of the GOS and that unit may move 6″. If the unit is already in combat that unit may still charge in the following charge phase. This is a great little trick to help you get your combat units to where they want to do. for Example. Turn one your big block of 30 reapers are on the 18″ line you pop this spell move them 6iches forward then move 8″ forward, your huge unit is now 4″ away from there front line and your opponent won’t know what hit him !!! Also when you’re trapped in combat with a unit holding you back from claiming that gold objective you can use this to swing your unit around the enemy and get the gold..
He also has full access to all the nighthaunt spell lore a great spell to give him onces he’s stopped a unit from charging would be
Soul Cage
Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit cannot attack in the combat phase until all other eligible units have done so. In addition, the unit cannot retreat. A very nice way to deal with deep strike units by using this and charging multiple units at it.
How to Use the Unit in Game
This guy is all about the buff bout that buff no charging… He’s great at being on the front lines to really stop your opponents from running in your face. the only down side to this is..well he’s a bit squishy so u need to keep him hidden inside some of your bigger units to help keep him alive. don’t leave him out in the open or he’s likely to get shot of or killed in combat
Pros & Cons
Pros
This guy is fantastic at controlling the movement of not only your own units but your opponents as well. having the aura from the mortality glass really does force your opponent to move in a way they wouldn’t have to normally and this can leave them vulnerable or even stop them getting where they wanted to go. stick 3 of these heroes in your list and suddenly your opponent wont know what to do.
Cons
By taking the mortality glass this does mean you wont be healing up your units or giving them +1 to wound like the nightmare lantern can do but with a few other heroes around you should be able to get around those issues
This guy is great but it doesn’t deny 9″ charges or units coming in from deep strike type abilities. The GoS ability is unit within 9″, so units deep striking in are considered to be outside of 9″, and as you can finish a charge within 0.5″, even units not deep striking but are just 9″ away can still roll 2d6.
He synergises really well with grims as his warscroll spell can let grims (or other units that aren’t blades or glaivewraiths) retreat and charge in the same turn.
He’s my go to over the regular GoS any day of the week.
Team tournament with plague monks in tamurkhans horde list for -2 to charge with one die? Will make one want to die, more like.
Daemon spell to halve that charge roll. A roll of 6 becomes 3 then-2=1. Roll of 12 becomes 6 which means the long charges are out…can’t be charged without gavriel or idoneth.