Tag Archives: Nighthaunt

Top Three AoS Lists for Quest of Champions – Heat 4

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Peter: We’re always looking for fresh bl… I mean writers to join our team and expand our range of content. Patrick is trying his hand at a top three lists before he moves on to writing about the content he loves….. Horus Heresy.

This is the Top Three AoS lists for Quest of Champions Heat 4 that took place in the Sanctuary Gaming Centre and Coffee Shop in Sutton-in-Ashfield, UK on August 6th and 7th. Quest of Champions is run by Warrior Lodge in Nottingham, UK. There was a total of 38 players competing in this five-round heat, the top twelve of which will be invited back for a grand final later this year.

Want to watch some top AoS games for free? Ben Bailey’s new YouTube channel, Dice and Ducks were at the event giving live coverage. Round 4 and 5 are available to watch for free here.

The Warrior Lodge always have events coming up so why not check out their Twitter page and book your self on to their next event?

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Nighthaunt
Army Subfaction: Scarlet Doom
– Grand Strategy: Fright or Flight
– Triumphs:

LEADER
Nagash, Supreme Lord of the Undead (955)
Spirit Torment (115)
General
– Command Trait: Master of Magic
– Artefact: Arcane Tome

BATTLELINE
20 x Bladegheist Revenants (350)
10 x Bladegheist Revenants (175)
10 x Bladegheist Revenants (175)

OTHER
2 x Chainghasts (95)

ENDLESS SPELLS
Chronomatic Cogs (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
Battle Regiment

TOTAL POINTS: (1975/2000)

Patrick: One of the best parts of Age of Sigmar is seeing huge, god-tier centerpiece models not only regularly used on tables, but seeing those units perform to their points cost. Between the upgrades the Nighthaunt saw in their recent book, including their excellent spell lore, I imagine that we will begin to see Nagash show up in more Death lists as time goes on. Andrew’s list shows Nagash supporting (or being supported by) a big killy block of ghosts.

Nagash can produce an almost offensive number of spells in the Hero phase, and the re-roll from the Cogs makes those casts unlikely to be turned off by an early phase miscast. On top of that, Nagash is pulling double-duty by keeping the units of Bladegheists alive and closer to full strength throughout the fight.

Speaking of Bladegheists: there are 40 of them present in this list, including one reinforced unit. The buffs they can receive from the Chainghasts and Spirit Torment can turn them into a force to be reckoned with, and Andrew used them to great effect in this tournament. The units can be used both as mobile screens, protecting Nagash from incoming enemies, or as a melee threat while supported by the Spirit Torment and Chainghasts. The Scarlet Doom spirit host allows for the large unit of Bladegheists to reliably put out mortal wounds, leaning into one of the more common winning strategies in the current meta.

The Purple Sun makes an appearance in this list, as it does in most lists featuring wizards, and the forward push from the Arcane Tome wielding Spirit Torment allows for the Sun to be placed in a favorable position early in the game, rather than casting it and presenting opportunities for the opponent to dispel it as it works its way up the table 8” at a time.

This is also the only list featured today that uses a grand strategy other than No Place for the Weak. Fright or Flight seems to be leaning more towards a conservative defensive approach, relying on preventing enemies from contesting objectives rather than outright killing the opponent. Overall, a straightforward list, but one that saw Andrew win four of his games with a draw in the fourth round.

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Army Faction: Slaves to Darkness
Army Subfaction: Knights of the Empty Throne
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Knights of the Empty Throne Varanguard x 6 (560)
General
– Daemonforged Blade and Warpsteel Shield
– Command Trait: Inescapable Doom
– Artefact: Grasping Plate
– Mark of Chaos: Tzeentch
Knights of the Empty Throne Varanguard x 6 (560)
Daemonforged Blade and Warpsteel Shield
– Artefact: Corrupted Nullstone
– Mark of Chaos: Tzeentch
Chaos Sorcerer Lord (135)
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness
Chaos Sorcerer Lord (135)
Mark of Chaos: Tzeentch
– Spell: Mask of Darkness

BATTLELINE
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch
8 x Iron Golems (75)
Mark of Chaos: Tzeentch

OTHER
Mindstealer Sphiranx (95)

BEHEMOTH
Chaos Warshrine (215)
Mark of Chaos: Tzeentch
– Prayer: Heal

CORE BATTALIONS
Battle Regiment
Command Entourage – Magnificent

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (2000 / 2000)

Patrick: What’s the best way to keep the Purple Sun from wiping your 500+ point leader on an unlucky roll? Have your 500+ point leader be a six-man squad of Varanguard! Or two of those units in Toby’s case. Toby is taking advantage of one of the stranger aspects of Knights of the Empty Throne, in that your leaders don’t need to be a single model, bringing a total of 12 Varanguard spread across two reinforced units. Both units carry Warpsteel Shields, providing them some resistance to spells and endless spells, and both have been improved through artefacts and command traits, allowing the two units to buff the defenses of nearby units, keep enemies locked in combat, and automatically dispel one spell. The leaders are rounded out through a pair of Sorcerer Lords, which can use Mask of Darkness to sling any given unit in the army to the other side of the board, allowing a unit of Iron Golems to catch a distant objective or place a 6-man unit of heroic Varanguard behind enemy lines.

The army wide Tzeentch mark and Chaos Warshrine give a clear image of how badly Toby doesn’t want his opponents to successfully cast, and when they do manage to get a spell off, he wants to make sure that it doesn’t hit as hard as his opponents expects. A Mindstealer is there to supplement the martial abilities of the already-proficient Varanguard, helping ensure that they can get the most out of the combat phase by delaying an opponent’s turn to fight.

The use of a Battle Regiment that doesn’t include all units in the army makes for an interesting addition, potentially preventing Toby’s priority but allowing him to deploy more reactively to his opponents. Those units may have been better placed in a battalion providing more utility benefits, such as an Expert Conquerors or Bounty Hunters battalion. Ultimately Toby drove this army to a top spot with the Battle Regiment, so it clearly worked. We can talk at length about the magic-heaviness of the current meta, but seeing a list that turns that around to focus on magical defense rather than output shows that there are hard counters present to arcane lists. The fact that Toby took this list to a 4/1 victory and 2nd place overall, with only a single loss to a Thunder Lizard list, shows that sometimes martial might makes right.

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Army Type: Seraphon
Army Subfaction: Thunder Lizard
– Grand Strategy: No Place for the Weak
– Triumphs: Inspired

LEADER
Lord Kroak (430)
Spell: Stellar Tempest
Engine of the Gods (265)
General
– Command Trait: Prime Warbeast
– Artefact: Arcane Tome
– Mount Trait: Beastmaster
– Spell: Hand of Glory
– Universal Prayer Scripture: Heal
Saurus Astrolith Bearer (140)
Artefact: Fusil of Conflagration
Skink Priest (90)
Universal Prayer Scripture: Heal

BATTLELINE
5 x Saurus Guard (115)
5 x Saurus Knights (110)
5 x Saurus Knights (110)

OTHER
5 x Chameleon Skinks (115)

BEHEMOTH
Bastiladon with Solar Engine (250)
Bastiladon with Solar Engine (250)

ENDLESS SPELL
Chronomantic Cogs (40)
Purple Sun of Shyish (70)

CORE BATTALIONS
Bounty Hunters
Linebreaker
Warlord

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (1985/2000)

Patrick: Ah, Kroaknado, how we miss thee. In such a magic and mortal wound heavy meta, it shouldn’t surprise anyone that Lord Kroak remains such a strong presence in high-ranking Seraphon lists, going 4/1 with a second-round loss to Hallowed Knights. Tom takes advantage of Kroak’s 4 casting attempts, a stock +2 to casting, unbind, and dispelling rolls, and the ability to unbind spells cast anywhere on the map, Kroak is an arcane powerhouse. While this list does not take advantage of the ability to measure line-of-sight from skink wizards or Oracles, it does include some Saurus Guard to help beef up Kroak’s already impressive defenses. It’s a shame that the Balewind Vortex is no longer available, otherwise we could see Tom run the true insanity of 2nd edition Kroak.

A pair of Bastiladons are near constants in Thunder Lizard lists. Their tremendous defense and high-quality shooting always impress and taking two allows Tom to take advantage of Thunder Lizards command ability throughout the fight, leading the pair to push out an average of 18 wounds at their top bracket with more against Chaos armies or with the use of All-out Attack, enough to potentially wipe some reinforced squads of Galletian Veterans off a nearby objective.

The list includes a trio of utility heroes largely meant to improve the defenses and recover from heavy losses throughout the battle. A pair of non-reinforced Saurus Warriors act as excellent mobile screens to block the progress of enemy melee units. There is also a small cadre of Chameleon Skinks, which are an excellent harassing unit, and surprisingly durable when taking advantage of their “Perfect Mimicry” ability. While unreliable, the mortal wounds that can be caused by their dart pipes will always be appreciated when the dice are in Tom’s favor.

Two of the top three placing armies at this event included the Chronomantic Cogs and Purple Sun. These endless spells are highly effective at their current points cost, and the added boost the Cogs provide to any magic-heavy army cannot be understated. The Purple Sun remains ever-present in the meta and will probably be here to stay until the next General’s Handbook gets released.

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Army Type: Flesh-eater Courts
Army Subfaction: Hollowmourne
– Grand Strategy: No Place for the Weak

LEADER
Abhorrent Ghoul King on Royal Terrorgheist (445)
Artefacts: Corpsefane Gauntlet
– Mount Traits: Gruesome Bite
– Spells: Deranged Transformation
Abhorrent Archregent (245)
Spell: Spectral Host
Crypt Infernal Courtier (130)
General
– Command Trait: Grave Robber
Varghulf Courtier (160)

BATTLELINE
10 x Crypt Ghouls (85)
9 x Crypt Horrors (330)
9 x Crypt Flayers (540)

ENDLESS SPELL
Chronomantic Cogs (40)

CORE BATTALIONS
Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL POINTS: (1975/2000)

Patrick: Hero-hammer is a thing of beauty and dropping half of your army’s cost on fitting four different rotting corpses into the leader slot of your roster is an excellent place to start. Thomas took an uncommon FEC list to the top ten, going 4/1 with a loss in the second round to a Scarlet Doom Nighthaunt list (I suppose Nagash is allowed to have a favorite child for the moment).

Thomas is using Hollowmourne to its full effect by taking two double-reinforced units of Crypt Horrors, with the right support from the Archregent the damage potential of these units can quickly build from fearsome to terrifying. The ability for the Terrorgheist to keep up with the extra speed provided to one unit by Deranged Transformation makes sure to keep the unit in the aura of hit roll re-rolls. The summons from both Abhorrent units can also help supplement the army’s relatively low model count by bringing large blocks of Crypt Ghouls to the field (up to 40 between the two).

The Crypt Infernal Courtier’s high Movement characteristic and artefact make it an excellent hero hunter. The Varghulf pulls its weight both by being a support hero for the Ghouls and Horrors, but also by being a melee threat by itself.

Final Tournament Placings

Age of Sigmar – Nighthaunt Battletome Review – Part 1

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Nighthaunt Tome

Nighthaunt, what makes them great?

Ghosts? More ghosts? And criminals dying, coming back, dying again, coming back again and bloodthirsty ghosts. Nighthaunt is a bunch of spectral killers in search of those who dare to draw breath in their sovereign lands. When these ethereal hosts fall upon their prey, an eternity of cruelty and horror is bound to follow.

Nighthaunt is a very hard army to master, they are all about tactics and playing the board. Before this new Battletome, we always had to stay within 12″ of heroes to gain benefits, but no more! If you like to play an army that can become very tanky and move around with great speed, dish out nasty damage and look amazing, then the new Nighthaunt is for you!

So let’s get into it.

What’s in the book and what will we be covering?

  • Beautiful artwork
  • Lore
  • Painting Guides
  • Army Processions
  • Allegiance Abilities
  • Army Enhancements
  • Artifacts of Power
  • Spell Lores
  • Path of glory
  • Warscrolls

All spells and enhancements will be ranked according to my own personal preference and opinion, but let me know what you think in the comments below!

There will be some spoilers below

Age of Sigmar General’s Handbook 2022 – Death Points Changes

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Below are the summaries of all the points changes for all the Death factions.

Soulblight Gravelords
Ossiarch Bonereapers
Flesh-eater Courts
Nighthaunt

Vanguard: Nighthaunt – Beginners 1,000 Point Army

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Nighthaunt – the true children of Nagash

Have you felt the chill of the grave rising through a faint mist? You enjoy painting pale figures stalking out of the horizon and falling on your enemy like the tide? Or have you read the lore and know that Nagash is the true inheritor of the World that Was and you want to join the right team? Have you decided it is time to up your miniature storage game?

Even before the release of the new battle tome we were seeing a small resurgence including a top 10 at LVO for the Nighthaunt. A faithful band of followers, leavened with new recruits, has kept the faction alive in the competitive scene. With a new tome, and the move to smaller hero based armies, it’s perhaps one of the best times to start Nighthaunt.

When they were first introduced the Nighthaunt were competitive but they faded a little with the arrival of the Elves (Daughters of Khaine, Idoneth and finally Lumineth). As an army they reward considered play and take a little bit to get the best from. Nighthaunt suits a player that is willing to take their time and wants to make the most of their opponents’ mistakes.

AoS 3.0 and the new battle tome sees a major change in their play style but they retain their mobility which is one of the best reasons to play them. They also have access to and strong synergy with possibly, at least in my opinion, the most interesting model in the game – Nagash.

The Nighthaunt Vanguard set makes it easy to get into the army and gives you a reasonable starting position.

Let’s look at building a 1000 point list from the Vanguard:Nighthaunt set.

The List

Allegiance: Nighthaunt

– Procession: Emerald Host

– Mortal Realm: Ghur

– Grand Strategy: Hold the Line

Triumphs: Bloodthirsty

Knight of Shrouds (135)*

– General

– Command Trait: Ruler of the Spirit Hosts

– Artefact: Pendant of the Fell Wind

Reikenor the Grimhailer (190)*

– Lore of the Underworlds: Shademist

20 x Chainrasps (220)*

– Reinforced x 1

10 x Grimghast Reapers (165)*

10 x Grimghast Reapers (165)*

3 x Spirit Hosts (125)*

*Battle Regiment

Total: 1000 / 1000

Reinforced Units: 1 / 2

Allies: 0 / 200

Wounds: 61

Drops: 1

The Cost

SETGBP £USD $EUR €AUD $
Vanguard:Nighthaunt£80$130€105$190
Reiknor the Grimhailer£26$42€34$55
Grimghast Reapers£60$100€80$77
Battletome: Nighthaunt£32.50$55€42.50$84
Total£198.50$327€261.50AUD$406

With typical game store discounts (15% to 20%) this would reduce to between AUD$338 to AUD$353.

Key Units

I’ve used the full Vanguard box including the Knight of Shrouds. This creates some issues with the choice of small heroes, for a 1000 point list I would normally prefer to use a Knight of Shrouds on Ethereal Steed and a Guardian of Souls. Instead I’ve used Reiknor to provide some mobile threat and casting with the Knight of Shrouds.

The first key unit though isn’t a unit, the Procession, Emerald Host, will get a lot of work done for us through the Emerald Curse

The Emerald Curse

After armies have been set up but before the first battle round you can pick D3+1 units on the battlefield. At the end of each battle round you roll a dice for each unit you picked, on a 2+ it suffers D3 mortal wounds (D3+1 for monsters)

That’s at least 8 free wounds per game (on average) and potentially many more. The curse could easily clear a battleline unit per game.

Knight of Shrouds

Our General in life and now in death, chosen today because Reiknor can’t take a command trait and for Nighthaunt one trait is very important – Ruler of the Spirit Hosts. This brings half of a destroyed unit back once per game which can be helpful with the 4+ save (and 6+ ward) most of your 1 wound units have. Unfortunately while he’s effective in combat his warscroll abilities are not useful in our list. The Spectral Overseer ability allows a unit to Redeploy or Unleash Hell without using a command point. We have one shooting unit and it’s not in this list. He does have an ability to allow successive activation in the fight phase which can be useful. Otherwise he brings 5 attacks hitting and wounding on 3s with -1 rend and 2 damage. 

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Sword of Stolen Hours53.3333.05*6.11
*Includes auto-wound on 6 effects

Reiknor the Grimhailer

With lots of choices for heroes I’ve used Reiknor, who is a bit expensive at 190 points, because he gives some mobility and is a wizard with combat capability. To get value from him you will need to use him in combat but with only 7 wounds and a 4+ save he can be pretty squishy even with a 6+ ward. He needs to be accompanied by the Spirit Host for their “bodyguard” ability which restricts him to an 8” move. So what does he bring? His combat skills first:

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Fellreaper53.3333.05*6.11
*Includes auto-wound on 6 effects

As a wizard he may cast one spell and deny one spell. I’ve given him Shademist which has a casting value (CV) of 6 and allows him to grant a friendly unit within 12” -1 to incoming wound rolls. He can place this on himself. He also brings special ability to improve his casting (Corpse Candle) and a warscroll spell (Wraithstorm).

Corpse Candle

In your hero phase, before this unit attempts to cast a spell, you can say that you will snuff out a corpse candle. If you do so, pick either this unit or 1 enemy unit within 12” of this unit. The unit you picked suffers 1 MW. If the MW was suffered by an enemy unit, add 1 to the casting rol. If the MW was suffered by this unit, add 3 to the casting spell.

Wraithstorm

A spell with a casting value of 7 and a range of 12”. If successfully cast, pick 11 enemy unit within range and visible to the caster. That unit suffers D3 MW, if any models are slain that unit immediately suffers an additional D3 MW.

Corpse candle is extremely useful, easily reducing Shademist to a CV of 5 (>60% success rate) as well as inflicting a MW. The other profile is more situational but if you used Corpse Candle and then Wraithstorm, Wraithstorm would go off on a 4 (>75% success). Wraithstorm is situational though but a good way of chipping a hero or potentially clearing a small screen. To get both damage rolls the best targets are single wound models but a single D3 is still stronger than Arcane Bolt.

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Units

Chainrasps

Our big block of ghosts with attitude, there is nothing subtle or amazing here. They all have 1 wound, a 5+ Save (and 6+ Ward), hit on 4s, wound on 4s and do one damage. But they can also be brought back to life by our heroes. On the charge they add one to wound rolls. What does this all mean (if they can all hit the same target). And they autowound on 6s.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage 
Malignant Weapon* 4122.772222
*With all-out attack and a charge, +1 to hit and +1 to wound.

You might not get the whole block of 20 into the same target but they are capable of overwhelming a lot of threats. The autowound on 6s means more than 6 wounds on average which increases the number of wounds significantly. The Nighthaunt Ethereal ability (that grants the 6+ ward) lets them fall back and charge every turn. It’s easy to make them wound on a 3+.

The downside is that they have no save against -2 Rend or better, realistically a charging Fulminator could remove the unit in one round.

Grimghast Reapers

Our hammer units in this list with their Rend – 1 weapons and their 3 attacks so long as there are more than 5 models in each unit. Run here as smaller 10 model units to give operational flexibility, it is always worthwhile to have the Death Knell in the unit.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Slasher Scythe and Death Knell3012.513.3314

The Death Knell would be a lot better with flat damage rather than D3 but it still contributes reasonable damage. Against a 2+ save (-1 Rend makes this 3+) the unit will still do 4.66 damage and are threatening against a lot of armies. Unfortunately they can be removed if they are left exposed without Shademist or All out Defence.

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Spirit Hosts

They have an incredible 6 attacks each, in this list they are here mostly to hold backline objectives or, when required to act as bodyguards (their new ability lets them take a wound for a hero within 3” on a 3+ in place of the heroes ward save). The downside is no rend and only one damage per wound but they still autowound on 6s.

WeaponNo. of AttacksAvg HitsAvg WoundsAvg Damage (pre-saves)
Spectral Claws and Daggers187.53.75+36.75

Concept of Operations

This list is meant to be straightforward and adaptable. Everything is in a battle regiment to give control of priority, however there is an option to place 3 of the battle line infantry into Expert Conquerors and the remainder into a Battle Regiment. Expert Conquerors makes the infantry count as 3 models on objectives – the Chainrasp would count as 60 models. Our Preference is to go second to make your opponent come to you (keep out of line of sight if they have shooting) and hopefully get the double turn. You can also redeploy up to 3 units via Vanishing Phantasms into reserve before the start of combat and then set them up in ambush (9” from the enemy). 

Then buff the Chainrasps and use them to dominate the centre of the field (or anywhere else).. I mean grant them All out Attack, with a CP, from the Knight of Shrouds and make sure they charge or fallback and charge each turn. In activation, from the second round onwards start fighting with your Knight of Shrouds to take advantage of the double activation (your Knight fights and then one of other units immediately – normally the Chainrasps). If you have Grimghast Reapers in range they are a better recipient of AoA and the immediate activation.

Within this list the Spirit Hosts are mostly intended to provide a Bodyguard role to Reiknor but they are also available to take objectives in the rear. This list is vulnerable to shooting (a weakness of nighthaunt) especially Vanguard-Raptors. If they are present try to make sure that at least some of the Chainrasps are not visible and then remove the visible models first. This way you can still return models with the Spirit and Guardian.

In summary this is just a sample of what you could do, from the Vanguard: Nighthaunt box set. I would prefer to replace the HQs with a Knight of Shrouds on Ethereal Steed and a Guardian of Souls for their warscroll abilities and bringing our Triumph into play (975 of a 1000 points). The biggest advantage of the Guardian is his ability to return models which transforms this list into a very frustrating defensive list with bite.

Next Steps

The easiest way to bring this list to 2000 points is to add Nagash, God of the Unquiet Dead. This takes the list to 1955 but you do lose the one drop Battle Regiment. Ideally you’d remove the Spirit Torment (it’s roll is replaced by Nagash) and either have 2 units of 20 Chaingasts and add some Craventhrone Guard or Hexwraiths. You could reinforce the Spirit Hosts into a unit of 6 then.

Alternatively play into the small heroes and bring in Lady Olynder and the Krulghast Cruciator along with the Black Coach for some more punch. I would still look to move to 2 units of Chainrasp and a unit of 6 Spirit Hosts to meet battleline requirements. Myrmourn Banshees and Bladeghast Revenants have done well in the new book and can be useful additions.

Bonus List – Arena of Shades

I started writing using the Arena of Shades box set but I wasn’t happy with the list but I’ve since found synergies that make could make it work really well so as a bonus for anyone still reading I’ve included the list: 

Allegiance: Nighthaunt

– Procession: Scarlet Doom

– Mortal Realm: Ghur

– Grand Strategy: Hold the Line

Triumphs: Bloodthirsty

Scriptor Mortis (155)*

Spirit Torment (115)*

Guardian of Souls (150)*

General

Command Trait: Ruler of the Spirit Hosts

Artefact: Cloak of the Waxing Moon

Lore of the Underworlds: Shademist

10 x Bladegheist Revenants (175)*

10 x Bladegheist Revenants (175)*

5 x Craventhrone Guard (115)*

4 x Myrmourn Banshees (105)*

*Battle Regiment

Total: 990 / 1000

Reinforced Units: 0 / 2

Allies: 0 / 200

Wounds: 45

Drops: 1

The Cost

SETGW PRICE
Arena of Shades$320
Guardian of Souls*$35+10
Bladegheist Revenants$77
Battletome: Nighthaunt$84
Total$526

As always, look for discounts.

This list is a lot more fragile but also a lot more aggressive. The Scriptor Mortis is a very interesting model with the ability to make life very difficult for smaller support heroes or even monsters by stripping wounds in every round. Scarlet Doom applies mortal wounds on the charge, and you can fall back and charge every round. You can have one unit of Bladegheist hitting and wounding on 2+ with 3 attacks each. The Craventhorne Guard’s shooting might seem a bit underwhelming until you remember that they may be put in reserve and return in an ambush position within 9” of an enemy and they may shoot through cover. That is you can put them in an obscured position and fire away.

As always I’d love to see how you plan to use Nighthaunt, will you be grabbing some of the new models (Awlach or the Scriptor) or building lists from what you already have. 

Top Three AoS Lists from AOS Milano – February Warm Up – 26th February 2022

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The AOS Milano – February Warm Up was a one day three game event that took place in Milan, Italy on 26th Feb. It saw 48 players fight it out to be crowned champion.

Most Selected Faction/Subfaction

Win Rate

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The Top Three Lists

Bonalda Filippo – Stormcast Eternals

Bonalda won all three games beating Kharadron Overlords in Round 1, Daughters of Khaine/Khailebron in Round 2 and Ogor Mawtribes/Thunderbellies in Round 3.

Allegiance: Stormcast Eternals
– Subfaction: Hammers of Sigmar
Grand Strategy: Dominating Presence
Triumphs: Inspired

Leaders
Bastian Carthalos
(300)*
Lord-Relictor (145)*
– General
– Artefact: Mirrorshield
– Prayer: Translocation

Battleline
5x Vindictors (130)*
5x Vindictors (130)*
5x Vindictors (130)*

Units
4x Stormdrake Guard
(680)*
– Reinforced x 1

6x Vanguard-Raptors with Longstrike Crossbows (480)*
– Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1995 / 2000

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Luca Onorati – Legion of the First Prince

Luca also managed three wins. He beat Bonesplitterz/Icebone in Round 1, Soulblight Gravelords/Kastelai Dynasty in Round 2 and Maggotkin of Nurgle/Befouling Host in Round 3.

Allegiance: Legion of the First Prince
– Grand Strategy: Beast Master
Triumphs: Inspired

Leaders
Be’Lakor the Dark Master
(360)
– Spell: The Master’s Command

Great Unclean One (495)*
– General
– Command Trait: Ruinous Aura
– Artefact: Fourfold Blade
– Spell: Flaming Weapon
Kairos Fateweaver (435)
– Spell: The Master’s Command

Battleline
10x Pink Horrors of Tzeentch
(250)*
10x Pink Horrors of Tzeentch (250)
5x Flesh Hounds (105)*

Endless Spells & Invocations
Umbral Spellportal
(70)

Core Battalions
*Battle Regiment

Total: 1965 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 76
Drops: 4

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Roberto Callegari – Stormcast Eternals

Roberto also won all of his games, beating Kharadron Overlords/Barak Thryng in Round 1, Stormcast Eternals/Hallowed Knights in Round 2 and Soulblight Gravelords/Kastelai Dynasty in Round 3.

– Army Faction: Stormcast Eternals
– Subfaction: Hammers of Sigmar
Grand Strategy: Beast Master
– Triumph: Inspired

LEADERS
———-

Knight-Draconis (300)*
General
– Command Trait: Battle-Lust

– Artefact: Drakescale Armour
– Mount Trait: Celestial Instincts
Lord-Relictor (145)*
– Prayer: Translocation

BATTLELINE
———-

2x Stormdrake Guard (340)*
2x Stormdrake Guard (340)*
2x Stormdrake Guard (340)*
6x Vanguard-Raptors with Longstrike Crossbows (480)*

CORE BATTALIONS
*Battle Regiment

ADDITIONAL ENHANCEMENTS
Holy Command: Thunderbolt Volley

TOTAL POINTS: 1945/2000
WOUNDS: 83
ALLIES: 0/400
REINFORCED UNITS: 1/4
DROPS: 1

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Wildcard – Federico Novarese – Nighthaunt

Federico also won all his games with a Nighthaunt faction that rarely finishes in the top half of tournament tables, he eventually finished the event in 6th. He won against Legion of the First Prince in Round 1, Legion of the First Prince in Round 2 and Cities of Sigmar/Living City in Round 3.

– Army Faction: Nighthaunt
– Subfaction: Emerald Host
– Grand Strategy: Hold the Line
– Triumph: Bloodthirsty

LEADERS
———-

Guardian of Souls (135)*
– Artefact: Lightshard of the Harvest Moon
– Spell: Soul Cage
Knight of Shrouds on Ethereal Steed (120)*
– Artefact: The Traitor Knight’s Bade

Guardian of Souls (135)*
– Artefact: Pendant of the Fell Wind
– Spell: Soul Cage
Lady Olynder (215)**
– General
– Spell: Shademist
Krulghast Cruciator (120)**
Krulghast Cruciator (120)**

BATTLELINE
———-

10x Chainrasp Horde (95)*
10x Chainrasp Horde (95)**
30x Chainrasp Horde (285)***
– Reinforced: Twice
30x Chainrasp Horde (285)***
– Reinforced: Twice
10x Chainrasp Horde (95)*
5x Hexwraiths (150)***
5x Hexwraiths (150)**

CORE BATTALIONS
*Warlord
**Warlord
***Hunters of the Heartlands

TOTAL POINTS: 2000/2000

The Final Tournament Placings

– Peter