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  • Nightstalkers' "unit chat room

    What is You favorite unit So far?

    I love mind-screetch both rules and model. Reapers seems very solid too, and W3 hound. Sadly he is only 2D8 in cc but he looks like a good blocker.

    Horrors seems so-so. Me of 6+. Aura is ok but vicious on D8 is not as good as elite on D6. Not to mention KoW elite works on 10+ dice rolls.

    ​​​​​​I like Shade's ability very useful. Banshee seems to be the other Way. Her ability is... I do not know it supposed to do. Expensive, nerve test related with no negative moda to it.

    What do You think?
    Last edited by MiSiO; 09-11-2018, 08:46 AM.

  • #2
    I'm liking my Shade, that has served me well recently. Scarecrows do nothing other than die, but I have found the Shadowhounds can be effective and fast. Horrors are ok(ish). Overall I am finding all the units a little underpowered.
    The Shadowhounds, Mind-Screets and Shade seem to have the biggest success for me and are first in any war-band list I write. It's just a question of what other units I put in to support them and make the list legal.
    Vicious on just a couple of D8's has proven to be a bit useless TBH. I don't think I have actually had to make use of the rule yet.

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    • #3
      Vicious is pointless. To expensive. I would take Spectres and reaper souldrinker to buff their cc when they get engaged. And their nerve is fantastic. 3+

      Shadowhounds are rather resiliant but have very Little attacks.

      I like reapers too. CS and 3d8 in combat.

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      • #4
        I also noticed most of the units are rather dissapointing. My current build is as follows:

        - 3 Specters
        - 3 Reapers
        - Reaper Souldrinker
        - Shade
        - Mind-screech with Lightning Bolt, and the two signature Spells

        have 4 points spare for some little toy.

        Scarecrows are pointless, and I'm pi**ed because I love the models

        Horrors are appropriately Horrible, Vicious is pointless unless you hit in 3+ or 4+, ans as most of our units hit on 5+ or worse he is not worth except on the command models, not really usable.

        Shadowhounds are really good but I cannot find a way to fit them that is not using Scarecrows and I rather not do that if i'm honest.
        Tales of a Stranded Ghekkotah - Salamander Battle Reports

        Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


        KoW Painting Blog

        Youtube Channel

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        • #5
          I had to change my list as I was short on warriors for unlocks. I came up with:

          3 Spectres
          2 Reapers
          1 Phantom

          Mind-Screetch w/ LB and FotD w/lucky charm
          ​2x Shade one with lucky charm and dagger

          I might need to replace one Shade with souldrinker to get 3rd spell. Having 3 might be very impotant. Now I can cast only 2 spells.

          I also had to Remove shadowhound due to lack of space.

          I think Brain and Shades attacking Nerve are key. I like souldrinker in You list as 4D8 reapers looks scarry. The Trade off is that You have one White power less than my version. And NS are power heavy.
          Last edited by MiSiO; 14-11-2018, 02:38 PM.

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          • #6
            Originally posted by MiSiO View Post
            I had to change my list as I was short on warriors for unlocks. I came up with:

            3 Spectres
            2 Reapers
            1 Phantom

            Mind-Screetch w/ LB and FotD w/lucky charm
            ​2x Shade one with lucky charm and dagger

            I might need to replace one Shade with souldrinker to get 3rd spell. Having 3 might be very impotant. Now I can cast only 2 spells.

            I also had to Remove shadowhound due to lack of space.

            I think Brain and Shades attacking Nerve are key. I like souldrinker in You list as 4D8 reapers looks scarry. The Trade off is that You have one White power less than my version. And NS are power heavy.
            Is funny how we all converge in very similar lists. Shows that apart from a couple if units the list is not very well balanced.
            Tales of a Stranded Ghekkotah - Salamander Battle Reports

            Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


            KoW Painting Blog

            Youtube Channel

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            • #7
              It early to talk balance. I am already thinking about swarm of cheap dudes with 2 Souldrinkers and +2 attacks. It is doable but I need way more games to test it. I remeber similar debates when we were playing competetive Mordheim. Maby I will find a Way to USE horrors? Who knows. If only they were Melee 5+ not 6+.

              Cheap unit swarm could be an option to field Shadowhounds too. They are not very hitty but are more durable tan other cats.
              Last edited by MiSiO; 14-11-2018, 09:24 PM.

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              • #8
                Nightstalkers are all about controlling the opponents warband and making them less combat effective
                To that end, their warband ability and both spells are good at that. One of their spells even completely negates stubborn, inspiring and very inspiring!

                The entire warband is somewhat resistant to shooting attacks and magic due to Stealthy. Not helpful against melee warbands, but useful against some others.

                Spectres - A decent ranged unit and one of the few in the lists. Short ranged, but has piercing. Average to hit values. Needs to avoid combat due to poor melee. However excellent Nerve value.

                reaper - Average Melee and armour values, but CS1, 3 dice and a good nerve. Solid frontline melee unit.

                Scarecrow - Poor stats and dice and a grunt, but half the points of a Reaper. Mob Assault can work in their favour and shouldn't be under estimated if you gang up with them. Relying on them can be bad, as they can break your warband if you throw them away needlessly. But they are cheap....5 of them (most you can take in a 200 point game) will only set you back 40 points...barely 20% of your warband and will unlock a lot of other models. (you'll want warriors, as they're so squishy and likely to break if you make them your frontline!)

                Needlefangs - Better than scarecrows. More dice, faster, better melee, more wounds. No mob assault, but swarm and bloodlust. Good for finishing off wounded enemies.

                Butcher - A solid large model. Decent armour, excellent nerve. Wounds are average and nothing to protect them. They are a solid melee large with average dice CS2 and pound, and great if you want to go the melee route, but there are probably better options.

                Phantoms - Slow for a flyer, but it does offer interesting moving potentials. Otherwise a fairly average model.

                Horrors - Not bad armour and nerve (one of the better armour values). Only so-so in a fight. Far better to back up and buff groups of Nightstalkers in group actions while hanging back itself.

                Shadowhound - Fast, lot of wounds and regenerates. Solid blocking or intercepting unit. Won't win many combats on its own, but good for holding enemies to allow you to gang up.

                Mindscreech - Spellcaster but also large Good stats, apart from average armour and very Slow. Can fly and has decent wounds. Cannot melee. All round LoS. Can use its spells as a short actions for power. Only adds small power to warband. Still, can dish hurt with its spells.

                Shade - Decent power generation. Fast and flys. Good stats. Lots of wounds and good nerve. Not so good in melee. Ability is costly, but plays into warband control abilities.

                Banshee - Excellent power generation! Decent speed and fly. Otherwise good stats, especially nerve and about the same as a shade, but with less wounds. Wail is expensive, but can keep enemies away from objectives and disrupt enemy plans. She's very good at battlefield control.

                Reaper Souldrinker - Cheaper command option. Not the best combatant, but again, an excellent nerve value. Also poor power generation. Has CS1 but average melee value and dice. Importantly, it's ability doesn't cost power, but is instead just an action. This makes it EXCELLENT for buffing other groups of Nightstalkers and making them better in combat. Keep a Horror close and some other Reapers or a Butcher and they start to become quite the nasty bunch in melee for no real power cost, allowing you to spend power on buffing combat further, or better, on using those control abilities to stop enemies activating, grabbing objectives, or retaliating (key to keeping your NS alive!).

                Butcher fleshripper - Large and Command (meaning you could have up to 2 larges). Decent stats. Melee not quite as good as normal Butcher due to lack of dice. Average power dice gen. CS2, good wounds and nerve. Solid for buffing a combat NS army, but adds little to the force other than a big target.


                It IS possible to build a melee heavy NS warband, but it's not their main trick. They're also not excellent at range. They are something of a glass hammer in terms of low armour. But they have some of the best Nerve values in the game so are hard to keep down and hard to break.
                The trick with them is to control your opponents warband...fatigue them, activate them, disrupt their plans, then prey on weakened models, picking them off one by one. The warband is quite resistant to shooting in a way no other warband is, allowing you to close in and use your control abilities better. While these are power reliant and a bad round of power generation can leave you strung out, it's all about using your power effectively and efficiently. One models ability, the warbands ability and one spell can essentially disrupt the enemies plans and secure objectives fairly easily, keeping enemies locked down and almost unable to score.

                NS are not a hammer or an anvil army. Nor are they ranged specialists. They're a scalpel, a controlled and debuffer. Their play style is one of finesse over brute strength. They're unlikely to table an enemy army, because that isn't their strength.
                They play to their theme...they are the stuff of nightmares. The creature lurking in the shadows or under the bed. They prey on the weak, the fearful and those who lack strong will. And this is the way they should be played - target the weak. Target enemy models with poor nerve values (even good nerve values will be reduced to merely average by some of their abilities!). Disrupt the enemies plans. Isolate models and gang up on them before moving onto something else. You can even afford to wound enemies with your larger. stronger melee models and then leave weaker models to finish them off when they are weakened. You can buff your army with just one or two models, while the factions across board stealthy makes them resistant to shooting. Screen them with a few models (those they are buffing) and they can become a walking nightmare for your opponent. Especially with their good nerve values often meaning they refuse to stay down and dead (just like most horror movie villains!).
                You CAN get away with a grunt warband, buffed by a few warriors and command (maybe a spellcaster) model. Your warband IS likely to break in such a situation...but the good never value of the bigger, tougher units will likely keep them in the fight anyway! (most Nightstalker command models have a 75% chance of passing a nerve test! This is massive as you should succeed 3/4 of the time.)

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                • #9
                  I will start with Shade and Banshee power dice. RED+WHITE generate more power than one BLUE (1,83 to 1,99 power per roll). So Shade is the Best power generator in NS. with one more would than banshee he will also last longer. My problem with Banshee is that her ability is: 1. Nerve related, 2. does not force activations/fatigues.

                  Scarecrows cost 8 vs 16 of a reaper but they are the worst 8 point model out there.

                  Spectres are my favorite unit. Why? Nerve 3+ makes them haard to kill. Plus much needed piercing.

                  Reapers are fine. Compatable to other 15 or 16 point models. Much needed CS too.

                  Horrors require a BIG synergy woth a swarm of scarecrows and Souldrinkers. Which makes them not very flexible. But i will give them a chance!

                  Shadowhound. What i love about him is his durability. He can move 14 and Dread. Or Rush 21" to Block a bowman etc. Fantastic support for a Shade.

                  Butchers. Well... I have mind screetch so I will test them later.

                  Phantoms are ok. Fly can be helpful to get behind enemy models and over terrain.

                  Shades are Best command units in my opinion. Best dice, Best stats ans Best ability.

                  I do love Control nature of NS warband. I think Mind-Screetch is a must have it a constrol Type list. I can not imagine using Dread on trolls for example. So fear of the darkness is very impotant to have... This is also why I like shades more than other Commanders. Dread is not cheap. Mind-Screetch is not cheap to use either. And those fear related tricks must be use in mass to make an impact.

                  Biggest asventage Stealthy gives is NS magic resitance. Most casters are 5+ range. Making it 6+ makes casters less effective.
                  Last edited by MiSiO; 15-11-2018, 10:12 AM.

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                  • #10
                    PrinceClark - That was the best unit summary I have seen for NS, so thanks for that!

                    The only thing I'd say is the Scarecrows in all my games never got chance to gang up. They died way to quickly and easily, so the Mob rule has never helped me. If they survive shooting and I get one into combat, it's dead on retaliation. I then get two in in the next turn and I might get a single wound in if I am lucky, before they too get destroyed in the next enemy phase or two. I find them more a liability than anything, even at 8 points. It appears that they NEED to be used in a mob, which means you need a number of them to work. But if you take more than one or two, then your force is pushed to just 50% model count and needing Ne checks way too quickly. Such a shame as they are some of the best models I have seen!

                    I will concentrate more on the strengths of the NS you highlighted and change my list accordingly.

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                    • #11
                      PrinceClark, thank you very much. A very good summary to read before my first game. I love the models so I will play them quite often

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                      • #12
                        MVCD Retaliation is doom for weaker units unless You deactivate and fatigue them before You engage (Fear of the Darkness).
                        Last edited by MiSiO; 15-11-2018, 01:49 PM.

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                        • #13
                          Still waiting fir my minitures (missed the kickstarter and live in South Africa)
                          On the scare crows though, anyone try buying one a spear? The one with the scyth seems like a good fit.
                          I run a grunt with a spear with my dwarves (left overs from a KoW demo army), not a high target priority, but gives an extra attack D8 in a bubble. Really nice buff.

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                          • #14
                            Spear was something I was thinking about, yes. Nice combo with Souldrinker.

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