Faction Focus 2024 Nighthaunt
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- čas přidán 26. 08. 2024
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Rob should do a subtle joke that has each picture of him in the faction focus thumbnails slowly doing something like drinking tea/ becoming scarier or something.
I'll try
Like if you think Rob is the Ghost of Christmas Present
I sw2g
Ghost of Christmas absent?
i'd expect the black coach is a war machine
That's it exactly!
I'd love to see Nighthaunt also specialize in the take-over and/or spoiling of other faction terrain... as if they are haunting it! I've played Nighthaunt since their release. I love the line when they are bad, I love them when they are great. These changes are interesting, so I remain cautiously optimistic.
Im very happy that so far they're streamlining a lot of armies but still maintaining what makes their playstyles fun and unique
Wave of Terror doesn't say anything about picking a unit. So it's once per turn for the army... but it looks like it affects the whole army. Leastwise if I'm reading it right.
Yeah that's how I read it too. I guess the "once per turn" wording is only there to not allow several charges with the same unit.
This is the faction I have been waiting for! I’m building this army for 4th edition! I’m excited!
Hope it's everything you want
Got a paint scheme in mind? The classic green and black or shaking it up with something unique?
@@sirbobulous I’m doing blood ghosts. The Scarlett doom subfaction really spoke to me
Welcome to team ghosts!
Nice! @@Averagejoepainting that sounded really cool to me as well!
Corpse candles being used during ANY hero phase seems kind of cool. Take a mortal off of himself and dispel 2 times if you’re in a pinch
And magical intervention. I like using a corpse candle to pinch a wound off a foe then summon the shyish reaper. They usually use all their casts and can't deny it, and if I go next it will get to charge before getting banished.
battle traits seem a bit weaker, but the -1 save and strike last bits are more reliable. at least a few cavalry units seems essential now, so its nice that the harrows seem downright silly now. Teleport in /any/ movement phase - so they can teleport in the opponent's turn, after they've moved. Drop them right in front of the enemy to restrict their movement, then teleport away after they've moved but before they've had a chance to shoot or charge them. Teleport onto enemy backfield objectives the moment their units have moved off of them. and of course, easily position to supply the -1 save aura of dread.
Otherwise, olynder seems like a decent support piece if she's cheap enough, strong healing ability 1/game, double caster, good signature spell ('unleash spell' in response to stormcast 'best day ever' to say 'no it isn't'), ok shooting which is nice in a support piece... but for all that she really doesn't have the 'wow' factor you expect from a faction leader. Not that she did in the past, but I was hoping the devs would use this opportunity to bring her up to par with the rest of the mortarchs - Ushoran, Katakros, Arkhan, Mannfred, & Neferata have all reliable features really eye-catching & game changing rules in a way that Olynder hasn't and still kind of doesn't. Again, her rules aren't bad at all, and if she's priced right in terms of points she could be very powerful, but her rules feel more 'subfaction leader' than 'faction leader' to me. At the very least if her gaze was going to have to suffer the unreliability of a flat d6 damage, then I would have had it deal mortal damage and let her use it in combat.
Again, though, while she's not as over the top as I would have liked, she could still be very effective.
Reikenor's rules on the other hand I very much like. Feels very fitting to his lore as Nagash's go-to assassin for hunting wizards and priests. Decent caster too, and this version of the candle rule captures his feel well.
Mrymourns on 2 wounds each is a long needed buff, but while their unbinding ability seems potentially nice, the fact that its limited to spells targeting friendly units means I'm not sure how useful to be. Thus far the strongest spells in the game have generally been buffs, while in 4e I'm expecting a big boost to endless spells, and the banshee's won't be able to unbind any of that.
...
This was a decent preview, but my main concern about nighthaunt has been that they boost up and especially differentiate their various melee units, which imo were kind of underpowered and far too redundant with each other in 3e, but none of those units were previewed, so I'm still left with my fingers crossed.
This kind of content is to DIE for! Ty for the videos Rob! Love your insight into the previews.
Pretty sure "Warmaster" just means that the unit is treated as a General, even if not picked as the general. Or something along those lines
Each hero is locked to take certain units with certain keywords Into there battalions eg infantry and Calvary and certain behemoths etc I think war master will prob mean they can take any infantry , Calvary etc into there battalions
I played them pretty much for the entirety of 3rd, I can't wait to continue to play them in 4th.
Great content as always Rob!
I love how these abilites seem to capture the flavour of spooky ghosts spooking around the battlefield, and for one am happy about seeing a slightly different set of rules than recursion and deep striking. Looks good so far :)
GW is definitely being confusing. Some things specifically say "once per turn" and other abilities that seem like they should be once per turn, like the corpse candle, do not. Then Wave of Terror, says once per turn army, but the effect talks about units plural as though it effects the whole army. I sense a lot of Day 1 errata coming our way in the near future.
I think the Wave of Terror being "Once Per Turn (Army)" is pretty straightforward. It's not one unit, it's all eligible units - the 'once per turn' simply saying you can only invoke it, well, once per turn. This is because it's theoretically possible to argue that a player could just keep selecting the same unit to charge again and again. At worse, it's perhaps a bit redundant to add that stipulation, but clearly GW is trying to make sure the rules don't unintentionally allow for vague loopholes or RAW arguments.
The wording (army) means it can be invoked at any time during your charge phase activation, rather than being dependent on a specific unit being able to invoke it at the right time. But this then means it's technically a bit vague on who's using it, which opens the door to certain player types arguing it thus means the same unit(s) can just keep using it in the same turn. Hence GW deciding to add the "Once" - it's not referencing the # of units that can use it, but the # of times this battle trait can be turned on per charge phase activation.
Basically, you flip the switch and while the trait is "on", any eligible unit can use it.
Such a cool faction, if i didn't already play Skaven and Slaves to Darkness..
First off, big love on all the AOS 4 coverage, you are doing an excellent job!
I wish they would have done an article early on that did a step be step walk through of a player turn with developer commentary. I think it would have been a nice base for new players, allowing them to have a better understanding during these artilcles and faction focuses. Also, this would give veteran players the chance to discern what actual changes have been made. The interactions and timings of abilities seem more confusing when we don't have the full rules, and info is scattered amongst several articles.
Love the change to the charge debuffs. It was definitely a bit tedious to constantly retreat and charge a horde army. But I do think the main leader of the faction Lady O is a bit basic
Work and life is extremely busy so, in a sense, Rob is my Calgon today with his videos. Take me away! 😝
i always love playing nighthaunt, asking how much rend, doing fake math, then saying that'll be a 4+
Some kind of big golem or maybe a huge statue possessed by a bunch of ghosts would be an awesome war machine
Stun may work very well with the Coach depending on its final warscroll.
My spooky bois are hungry for souls
nice to see my spooky bois are doing well soon after i finished the wh mortal realm magazine
It feels like a great streamlined upgrade imo. I am really happy with the changes. Nighthaunts play style was always meant to be debuffing their army. Bringing them down to your level. And the reveals feel thematic and effective. Really hoping they got the rest right.
Was hoping to see different war scrolls than these but. Still fun and very excited for 4th
I’m stepping into aos for the first time and I’m running Nighthaunt. I’m hoping the get a brute unit
Would not be surprised if AoS 4th edition is 10X better than 10th edition 40K. You can tell actual game designers who knew what they were doing wrote these rules.
Guessing black coach is a "warmachine"?
I love the new subfactions. The previous ones were too « spam X model», while the new ones are more « have this game style »
I've always liked Reikenor the Grimhailer.
...I can live without that unit...
...probably.
Who am I kidding? They've just made him twice as cool as he was, and he was already on my wishlist, despite me not even playing Nighthaunt.
Quicksilver and Scarlet are mentioned in the lore portion, but none of the four formation mechanics sounds like them, guess we have to wait for the battle tome for them
Great video
Wave of Terror is all Night haunt units not just one unit.
Once per turn
@@jtowensbyiii6018 once per turn but affects all nighthaunt units in combat.
So spooky 👻
like the ghosts but the Dreadblade Harrow mechanik makes it that they are after charge total OC8 for 2 Model Unite nice^^
Not 8, 5
Looks like it has pretty much all the same abilities as in third with some tweaks to fit 4th. Nothing stand out but somehow...... I am still so pumped for Nighthaunt in 4th. Favourite army to play since i started so overall, i'm elated.
Am I crazy or should we prepare for Hexwraiths not being around anymore?
Is the wave of terror only one unit or every unit in combat. As you mentioned only one unit in the video however reading it tends to suggest that any nighthaunt unit in combat can attempts to charge ? Which makes it spicier 🌶️
Ooooh the flavour!!
@@thehonestwargamerstreams came here to say this, its every unit in combat. extra SPICY
The army used to be able to retreat and charge. Now, that is locked to a subfaction. Boo... Considering the debuffs proc on charges it seems sad that retreat and charged was changed. Shademist on units of 3 or more stinks, too. Lose a spirit host, no more shademist. Dreadblade Harrows, nope. Banshees okay, unless you lose 2. Seems like they could have worded it so that it doesn't affect heroes and that would have been more of what they were aiming for.
Yeah, but you no longer have to retreat to charge, which will save you 3 inches if you are charging through the current unit you are fighting.
Great video, also I watched Juggz!!!
If your theory with "Core" is the trigger - is right - then a skaven unit can use a gnawhole and then move.. how funny having a teleporting verminlord with 10 inch move xD
I'm really hoping nighthaunt is better in AoS4.
I adore the models and have loads in boxes but the rules never inspired me to actually do the army.
👻
Do you stream on youtube too? I would defo watch then
Myrmourn - Meer-morn..... f'in Mimron, wtf is this? :D
The current Warmaster rule in 3rd means that they are treated as a general even if you pick another hero to be your general. Which probably means the regiment they lead will also have 4 units alongside the other generals 4 unit regiment.
I love how concise and clear their rules and warscrolls are written. Night haunt has been known to have a bit finnicky army rules and warscrolls that really needed a faq to understand. This is a great change for the game
Praise the algorithm
More streamlining, feels nerfy but just changes to adjust to and if game play is faster and less time spent looking at cards/books and rules, it should be a net benefit. Thanks for the awesome content!
Thanks for the comment. I appreciate it
Hope these are good for all the ghosty folks!
Something amazing happened... This preview was not accompanied by a lot of moaning and gnashing of teeth by the NH community.
You can't spam the armour reducing debuff anymore, but I'm not angry about it, given how reliable the debuff is now... And allowing charge actions even when engaged in combat, will mean you can still burn a unit down of your chosing every turn, which is pretty much how I ran my army anyway.
Except maybe my hero heavy list is toned down a bit by these changes. I think this encourages a NH player to include many different kinds of units (big infantry, heroes and cavalry).
Nighthaunt was my first army and is still my true love. They played into the idea of them being a tricky, mobile, assassin, debuff army, and i could not be more excited.
Olynder is worse and making Dreadblade Harrows into a nonhero unit is hilarious to me. That said, the cavalry is better and I'm a sucker for cavalry so let's fuckin party baybee 👻👻👻
It always felt like to me that Dreadblades were supposed to replace Hexwraiths as calvary, but they didn't make a whole unit? Idk. It's so strange because I can't imagine a new hexwraith looking different except for having scythes. It does open up more hero slots in your army which is very good for nighthaunt
Over all while we don’t know everything I would say they have kept their durability for the most part but their overall damage output has been nerfed. Keeping with a general trend I’m seeing.
I like that, as they seem to be indicating, The Black Coach seems to be getting a whole substrategy built around it. Proper centrepiece model status.
Olynder losing her heal is a bit off, but she's been up and down with every edition and balance pack.
Here's hoping we get a terrain piece at some point -- as you say, feels like a missing piece of the puzzle. Unless the coach is going to act like a souped up terrain piece meets endless spell.
Why do Nighthaunt need a ward save, if they ignore rend? Please help me understand. Is a Ward save equal to a "feel no pain" from 40k or a invol save?
It’s like feel no pain for 40K. All death factions get a 6+ ward in AoS
Saves are
Armour save effected by rend
Then
Ward save but mortals bypass it
I dont know what the difference is between those 40k rules. But the ward save here is because you can do damage to an undead and it doesnt care because its undead. As to why every single undead have a base ward of 6+ atleast
@@johnfrank340 Thanks!
I feel kinda meh right now.However they did say things where going to look weaker over all. Also Wave of Terror being do limited to once per turn is a feel bad. Also Lady O lost her best ability with the removal of battle shock, yhe old ability healed her and kept her around a lot longer than one would think
When you feel sad for your army remember that all the gitz players are feeling worse 😅
If you look closely at what the ability says and not what Rob says it says, you will see that wave of terror affects all units in combat.
Once per turn (Army) so pretty much means anything in your army currently in combat can use the effects
@@gstellar96 Once per turn (Army) means you can use it once ( reading around it works like that for many other abilities, like warp cannons). The ability says that you can activate ALL units in combat. So you can use it once, but is enough to use it once to activate all units.
The distinction is not important in this case but to read correctly other rules.
@@Strade8 yeah this is correct. Just wanted to emphasize that the once per turn clause doesn't mean once per turn one unit. But for future rules it indeed matters what the actual rule says you're doing once per turn
The rules text you flashed up did not say a unit can't be affected by more than one passive.
It said no unit can be affected by the same passive more than once.
That's a big difference.
I said that
What's the fun of denying rend when you have 6+ save ?
is the black coach not a war machine?
Is it just me or has olynder been pretty heavily nerfed? She was already the weakest Mortarch. Lifting the veil used to be a straight mortal wound bomb on a 2+ roll that healed D3 wounds for every kill, massive downgrade to a shooting attack now. Her combat profile is weaker, Mortarch of Grief seems to have been nerfed as could stop commands before, think her spell is also weaker now though still pretty good.
I generally like the other NH stuff but really disappointed by what they have done with Olynder, I have a horrible feeling that she will just be taken for a once per battle heal then just sat around an objective. She could have at least got a +1 to cast as a passive for her Grave Sands or something, had hoped that she would be made equivalent to the other Mortarchs this upcoming edition but nope, looks like she will be in a bracket 100-200 points below all the others again.
Everything will be less powerfull. Wait for the other faction reveals first.
@@germenvandergalien8415 Except SCE units, those all had a massive glow up.
@@germenvandergalien8415 As has been said, SCE weren't. And my issue is that Olynder has always, and seems to be continuing to, play in a points bracket where she does not belong. She is a Mortarch, a demigod, she should play and be pointed like one. Yes other Mortarchs may well have been toned down like a lot has been, but they will likely still clearly be in the upper 300-500 points catagory when we see the scrolls. Olynder feels like she will likely still be a mid-200 point character, in escence equivalent to a reasonably strong generic guy on a decent mount.
Her scroll may be good in isolation, hell depending on points she may be auto include, but that's not my issue. I wanted her to be a higher caliber of character, not be stripped back to be kept in the same slot as before, which is exactly what this feels like. I may well be wrong, but I really don't want her to be relegated as a 2nd class Mortarch again.
Warmaster is probably the new way to say General but not THE General, if you know what I mean 😁
I wouldn't even mind if they don't get a direct resurrection ability but instead get some form of recycling / reinforcements maybe from grave sites.
Compared to yesterday's Gitz nerfs I feel much more positive about my Nighthaunt army. Losing ability to stack -1 save hurts but being able to give out fight last consistently is a huge buff. Olynder losing her only self heal is rough, but that -3 control aura is huge. It makes her a priority kill target and w/ 12' range on aura you can force people to do things they do not want to in order to deal with her.
-3 Control Auras isn't that great. 20 model unit with control characteristic 1 becomes 17 control score instead of 20. Not a big deal.
Who is this flannel-less presenter? I don't recognise him from the click baity video thumbnail.
WOLOLOL!
Interesting point that there's no recursion in the death faction. Might be a good sign? I think Lady Oliander is one of the strongest warscrolls we've seen yet. Reducing OC in an aura is gonna be wild
This looks great to play… horrible to play against.
Boo
Rob this all feels like rules bloat nonsense to me, do you feel like it's ridiculously crunchy now or is it just that I'm too old to hold so many rules in my head. I'd hate to have to teach a new player this game, and the info blast that every player will have to give every opponent and vice versa for every game seems just grating. I know it's a gift for content, but to me these extra layers of rules for rules sake just take away the on table interactions and tactical fun, to be replaced by rules (text) that will not make the game better, just bigger and more like off-table interference. Maybe it's the headache I have as I type this, but I think every game of this is going to be a 40k style new headache waiting to emerge. Hate to be negative, I'm just hearing rules more than I'm hearing play, back to heads in books all the time. Tell me I'm wrong, I'll thank you for it cos I want to like this game. Thanks for the content as always, see you at UKExpo ;]
MEER-MORN. Meer-morn. MEER-MORN. MEER-MORN. MEER-MORN.
Mimron. 😂