The common keywords for these units are: DEATH, NIGHTHAUNT and MALIGNANT
Most units in the Nighthaunt have both the Fly and Ethereal rules. Fly allows them to ignore scenery when moving and also pass over enemy units. Ethereal ignores all attacking weapons rends.
With the Season of War in full swing I'm ready to play my first games towards the global campaign.
Cairn Wraith: I usually take about 3 Cairn Wraiths and run them into large horde units. Their Reaped Like Corn ability allows them to re-roll hits when the target has 5 or more models. The problem with Nighthaunt Heroes is that they don't have any abilities that buff other Nighthaunt units around them.
Tomb Banshee: The Tomb Banshee is a must take against a low bravery army, essentially a little weaker than the Cairn Wraith in melee its scream has good potential to cause tonnes of mortal wounds on small low bravery units.
Black Coach: I find it very hard to find a place for the Black Coach in a pure Nighthaunt army. It relies on being close to Death Wizards in order to gain power which is something the Nighthaunt do not have. With the new leader upgrades in the Generals Handbook allowing your general to become a Death Wizard, this can be rectified but it still requires you to roll a 6 each turn to get the upgrade. Not that any of the upgrades really appear to be that useful.
|Black Coach, taken from Black Coach warscroll|
Spirit Hosts: I like Spirit Hosts, in large numbers this unit can be devastating. It has the standard Fly and Ethereal as most Nighthaunt do but with 3 wounds each, it can be quite hard to get rid of a base of them. They have the ability to cause mortal wounds on a hit roll of 6 and when each base has 6 attacks each more often than not you do most of your damage from these wounds alone. I usually run them in groups of 6 for a potential 36 to hit dice.
Hexwraiths: Hexwraiths are best suited as fast flanking harassment units if they fly over an enemy unit in the movement phase they each have the chance to hit them with their scythes causing mortal wounds. I usually run these around avoiding combat flying over units till my spirit hosts get into combat, after one final flyover charging into the rear of units or going to pick off unsupported heroes.
|Hexwraiths, taken from Hexwraiths warscroll|
Mourngul: Only earlier today did it hit me that the Forge World Mourngul looks like a giant spirit so after a quick check of its warscroll I know I have found what the next addition to my Nighthaunt host will be! Rules wise without using it in the game it seems very strong. It keeps the standard fly and ignore rend that most of the Nighthaunt have with a 3+ save, a second 4+ save against mortal wounds and then the ability to regain D3 wounds every turn it kills something. The Mourngul only has one melee attack option but at full wounds, it has the potential to throw out 16 damage at -2 rend not accounting for the extra attacks it gets if it rolls a 6 to hit. It has a nice bravery damage effect that could work well with the Banshee scream. I can't wait to get a hold of this model to just start causing some chaos on the table.