fbpx JOIN LOGIN JOIN

Soul Wars: Taking Nighthaunts to 2000 Points

By Travis Perkins | July 30th, 2018 | Categories: Age of Sigmar, How To Tutorial, Tactics

age of sigmar video black coach nighthaunts

Now that you have a couple of 1000 point games under your belt with your Soul Wars Nighthaunt army let’s take a look at building that list to 2000 points.

Today we’re taking a look at getting your Night Haunt army up to 2000 points as cheaply as possible.  If you missed our 1000 point list from last week, be sure to check that one out as this article will only cover the new units to your army past that.

 

Soul Wars: Taking Nighthaunts to 2000 Points

Looking back at what came in your first 1000 points:

  • Knight of Shrouds on Ethereal Steed – 140 Points, Leader 1 of 4
  • Lord Executioner – 80 Points, Leader 2 of 4
  • Guardian of Souls – 140 Points, Leader 3 of 4
  • Spirit Torment – 120 Points, Leader 4 of 4
  • 4 Grimghast Reapers -140 (per 10), Battleline 1 of 2 required
  • 5 Glaivewraith Stalkers – 60 points (per 4), No Unit Type
  • 20 Chainrasp Horde – 160 points (80 points per 10), Battleline 2 of 2 required
  • 8 Myrmourn Banshees – 160 points (80 per 4), No Unit Type

Total 1000 points.

nighthaunt stormcast Soul Wars: Taking Nighthaunts to 2000 PointsLooking at that we have a very solid core with 4 of 6 leaders available to us, and 2 of our 3 battle lines covered. Let’s go ahead and fill out the last 2 leader positions and your final battleline

  • Lady Olynder – 240 points, leader 5 of 6
  • Reikenor the Grimhailer – 180 points, leader 6 of 6
  • 6 Spirit Hosts – 240 points (120 per 3), battleline 3 of 3 required

Total 1660

 

Lady Olynder Mortarch of Grief:

Move 6” (fly), Save 4+ (unmodifiable), 10 Bravery, 7 Wounds. She has 2 melee attacks the first is Staff of Midnight: Range 2”, 3 Attacks, hitting and wounding on a 3+, with -2 rend, for D3 damage. Her second attack is Spectral Claws: Range 1”, 6 attacks, hitting on a 4+ (6’s do a mortal wound), wounding on a 4+, for 1 damage.

  • Grave-sands of Time: Once per battle in your hero phase you can choose to inflict D6 mortal wounds to a hero within 6” of this model or heal D6 wounds on this model.
  • Lifting the Veil: Start of your hero phase pick an enemy unit within 12” and roll a dice. On a 2+ that unit suffers mortal wounds equal to the dice roll and if any models are slain this model heals D3 wounds.
  • Mortarch of Grief: Add 1 to the number of models that flee from failed enemy battleshock tests while within 12” of this model.
  • Wail of the Damned: At the start of your shooting phase roll 2D6 for each enemy unit within 10” of this model. If that roll is higher then the units bravery it suffers D3 mortal wounds. She is a wizard and can cast and unbind 2 spells with her unique spell being Grief Stricken: Casting value 7. If successful pick enemy unit within 18” that is visible. Until your next hero phase subtract 1 from hit rolls made by that unit and add 1 to melee hits rolls that target that unit. Her command ability is
  • No Rest For the Wicked: Used in your hero phase, it allows you to return 1 model to each summonable Nighthaunt unit within 12” of this model.

ReikenorTheGrimhailer

Reikenor the Grimhailer:

Move 14” (fly), Save 4+ (unmodifiable), 10 Bravery, 7 Wounds. He has two melee attacks the first is Fellreaper: Range 2”, 4 attacks, hitting on a 4+ (on a 6 deals 2 mortal wounds), wounding on a 3+, with -1 rend, for 2 damage. His second attack is hooves and teeth: Range 1”, 3 attacks, hitting and wounding on a 4+, for 1 damage.

  • Corpse Candles: In you hero phase, before casting a spell you can snuff a candle on himself or an enemy model within 12”. That model suffers 1 mortal wound and you can add 1 to his casting if it was an enemy or add 3 if you did it to himself.
  • Reaped Like Corn: You can re-roll failed hit rolls for attacks made by Fellreaper if the target unit has 5 or more models. This model is a wizard and can cast/unbind 1 spell per turn, his unique spell is
  • Wraithstorm: Casting Value 7, Range 12”, Target is an enemy unit visible to the caster. That unit suffers D3 mortal wounds and if any are slain that unit immediately suffers an additional D3 mortal wounds.

Spirit Hosts:

Move 6” (fly), Save 4+ (unmodifiable), 10 Bravery, 3 Wounds. They have 1 melee attack the spectral claws and daggers: Range 1”, 6 attacks, hitting on a 5+ (6’s deal a mortal wound), wounding on a 4+, for 1 damage.

Doing this really fleshes out some wizards, leaders, and baseline troops that can rack up the mortal wounds. It is a little pricey in that you are buying two characters and then 6 spirit hosts but it’s a good chunk of your army. By keeping your spirit hosts within 12” of you Spirit Torment you can re roll hit rolls of 1 for a chance at those bonus mortal wounds.

For you last model we are going to bring out a bruiser in the form of a forge world model the Mourngul. This bad boy will soak up a lot of damage and be a great distraction piece for pesky archers to leave your leader models alone. Plus, he is one of the cheaper forge world models, so the price point is not too bad either.

  • Mourngul – 300 points, Behemoth 1 of 3 allowed.

 

mourngul

Mourngul:

Move damage table (12” – 7”, fly), Save 4+ (unmodifiable), 10 Bravery, 10 Wounds. Has a single melee attack called claws and fangs: Range 2”, attacks (damage table 8 – 4), hitting on a 3+ (6’s deal 2 mortal wounds), wounding on a 3+, with -1 rend, for 2 damage each.

  • Devourer of Flesh and Souls: If he killed any models at the end of the combat phase he heals a D3 wounds.
  • Ghastly Apparition: Subtract 1 from hit rolls from attacks made by enemy models while they are within 6” of this model.

Total 1960 (use the last 40 on endless spells)

nighthaunts black coach

Tactics: For this army you want to distract your opponent from targeting your leader models, because should they start getting killed off you are in trouble. The Mourngul happens to be a huge beat stick of a model that can take some serious punishment and heal wounds so having him front a center is key. Try and keep him mystic shielded and push forward as fast as possible.

Use the underworld to your advantage even try using Reikenor to set him up within 12 of a unit so that the next turn you can fire off an endless spell with him. Then use his fast movement to retreat or charge some units in their back line. As with the first 1000 points though, your units are not as good without leader nearby so make sure you measure twice so that the buffs they give are going off.

There you have is a solid Nighthaunts list that builds off the soul wars boxed set. I happen to love these models and think painting them is a snap using the new technical paints over white, so it’s a great army for a new player too!

would-you-like-to-know-more-logo-starship-troopers

More AoS How-To For Noobs!

About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu