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Games Workshop - Warhammer - Age of Sigmar - Nighthaunt Awlrach The Drowner

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Looks like seasons and new terrain elements are coming to Age of Sigmar, but after they were all just removed from the Warhammer 40k side of GW’s webstore it is hard to say how long these releases will even be available. There’s a couple of key things to note here. Firstly, there’s no cap on how low you can reduce a unit’s save. With enough rend and Wave of Terror results, you can absolutely strip a unit down to no save whatsoever. When this frightful ferryman weighs anchor, he must do so the usual 9” away from enemy units, as must his phantasmal passengers – they have to keep their hands in the boat and stay within 12” of Awlrach when they disembark.

Terrifying Entity is the one we’re going to be testing first – with the number of interactions based around terrified , having your general project a 6” Aura of Dread rather than 3” could be quite nasty. It doesn’t give your general any personal bonuses, but Nighthaunt heroes have always been more about buffing their army rather than being blenders themselves. And that’s still not all! Alongside the scenery and the incredible Krondspine Incarnate of Ghur, the first Season of War book is arriving for Warhammer Age of Sigmar. It expands the ongoing narrative of the Mortal Realms, and explores the aftermath of the battle at Amberstone Watch, the siege of Excelsis, the Dawnbringer Crusades, and the alpha-continent of Thondia.

Leader

Your opponent won’t have anywhere to hide, which will pair perfectly with the battle traits we showed you last week. These are enormous benefits and will really change how the army plays. In the old rules your ghosts only got the 6+ ward save while within 12+ of a Nighthaunt Hero, limiting their ability to spread out over the battlefield. Now it’s just innate; you can use your various movement shenanigans to put your models exactly where they need to be without risking them losing their save.

Letters, painting advice, and beautifully painted miniatures. This month: a big green god and the Martian Mechanicum. It initially stung to read that no longer could we deep strike half our army, but when you consider everything in this book now has base 8″ movement it’s not nearly as big a deal as it seems, and getting to decide what goes into reserves after deployment is a really nice touch that can really mess with your opponent’s options turn one. Wave of Terror The first edition Nighthaunt book introduced the fascinating idea of Nagash as a god of justice, with cruel and evil deeds in life rewarded (?) by unending servitude and punishment by Nagash in death. Kurdoss Valentian was punished for his ruthless desire to rule and murder of his own brothers with a curse of being fated to never rule and never kill again, a bitter jest of Nagash. Dreadscythe Harridans were once healers and nurturers that denied souls to Nagash through extending their life now cursed with rage against those self-same healers, and Chainrasp Hordes were vicious and irredeemable criminals, how fated to be tortured and imprisoned forever. Nighthaunt gain four grand strategies and six battle tactics, which can generally be described in the immortal words “not great, not terrible”. Grand Strategies The retreat and charge is an entirely unexpected icing on the cake. Combined with a general increase in movement to 8” on average, your ghosts are going to be where you want them to be, and none of these pesky screening shenanigans will matter. DiscorporateThis multipart plastic kit builds one Awlrach the Drowner, a unique Hero and Totem for Nighthaunt armies. Propelling his odious, decaying skiff with a deathwood oar, this ghastly figure offers a tremendous boost to his army's mobility by delivering units across the battlefield. He’s also a worthy painting challenge, loaded with grisly nautical details and a variety of textures to experiment with, from rusted iron and rotting wood to vengeful, ethereal spirits.

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