Nighthaunt Battletome Review | Warhammer Age of Sigmar 4th Edition
With the Flesh Eaters and Nighthaunt both having new Battletomes up for preorder this weekend, you’d be forgiven to be thinking its spooky season!
Matt has written his review of the Bretonnians, sorry, I mean Flesh Eater Courts, over at this link. He’s also done a fab job on the brand new mini too.
My focus however is on the spooky spooky ghosts that are the Nighthaunt. Welcomed into Age of Sigmar during the Soul Wars (aka launch of 2nd edition AoS), they are a fantastic set of minis that have, let’s be honest, been up and down the competitive scale potentially more than any other army. They’ve also had a variety of army rules for players to content with. It really does feel like GW haven’t quite found the place the Nighthaunt need to be in.
Our thanks to GW for sending us this battletome and the brand new Lord Vitriolic to unbox and review for you all. Both are up for preorder right now, and you can massively help us out by using one of our Element Games affilate links to place your preorder. Not only are you high fiving us, but you are also netting a saving VS RRP too. Bonus!
Later in this article we’ll be taking a closer look at the new character model, and will have an unboxing for you to view at your leisure, but for now let’s take it from the top and delve into the new Nighthaunt Battletome.
Who Are The Nighthaunt? | Lore and Background
As previously mentioned, the Nighthaunt were introduced to Warhammer Age of Sigmar at the launch of the 2nd edition of the game. They were another Death faction, loyal to the Lord of Death himself, Nagash. Instead of skeletons, vampires or constructs made of bone (but who are totally not just fancy skeletons) these are ghosts, spooky spirits of previously tormented souls now bound to the bidding of Nagash. With that a number of their units do what they do based on a crime or what they did as a living in the game.
The big unique selling point of the Nighthaunt was that they were Ethereal, which in gameplay terms meant their armour saves could not be improved or degraded, laughing in the face of Rend.
If you have never played with the Nighthaunt before, or if you are wanting to learn more about the faction, then the start of this new battletome is here to let you settle in and really get a feel for the army. A lot of it is based around where the lore was at in 2nd Edition, however it does bring any fans of the ghosts bang up to date with what is happening in the Mortal Realms right now.
Their is some superb artwork here, including some favourites from The Soul Wars, however my favourites are the brand new pieces of work.

The Rules | Battle Traits
Once you have made it past the lore and introductions to all the key players in the army you’ll be right at the start of the rules section of the book, and let’s be honest, probably the real reason you are reading this review.
The first rules under the spotlight are the Battle Traits. These are basically your army rules that are always in play so long as you are playing Nighthaunt as your primary army (and you aren’t using an Army or Renown).
Two major things here, right off the bat (haha, bat…bats…here all week), one of which has been discussed to death online and on WarCom (haha, death, ghosts….OK I’ll stop now). The point is of course the change to the Ethereal special rule. Previously Nighthaunt could not be rended, however they also could not improve their save (such as through All Out Defense). In this bold new edition of the game however, whilst they cannot have their save lowered, they can now buff their save characteristic. This comes however, with a cavaet, again much discussed online, the fact that saves across the army have been lowered. To counter this, every unit in the book has at least a 5+ Ward Save.
I’ve seen a lot of posts about this online, with people working out if they are better or worst off. From what I’m seeing, people are well and truly torn on this point.
The second thing you’ll notice is that Aura of Dread from the Faction Pack is gone. Nighthaunt fans probably aren’t shocked by this, as they seemingly have a new overall rules trait in every book and edition of the game. Discorporate has also gone, as the effect would now be pointless. Obviously.
Instead the Nighthaunt get the following abilities to complement the Ethereal special rule:
- Ethereal Translocation: Previously a Battle Formation, now every Nighthaunt army can pick a friendly unit in your movement phase and then teleport them (with all the normal cavaets, 9″ away from enemies, etc).
- Mounting Dread: Minus the battle round number (so turn two it would be 2) from any enemy model’s Control Scores, making it easier to push enemy units off any contested objectives, especally as the game goes on.
- Sepulchral Apparitions: This is where you’ll find the rules for the other 2 Nexus of Griefs (the new scenery piece for the Nighthaunt). Don’t forget, your first one goes down during the Faction Terrain setup rules.
Battle Formations
When creating your army list to play with, you’ll need to pick one of 4 Battle Formations, which gives you another army wide rule.
The choices are:
- Vanish and Reappear: Allows you to pick a unit in combat and move it it’s full movement + D6. Being ghosts, you can move through models to your hearts content.
- Petrify: Stops units from Retreating from a chosen Nighthaunt hero for the turn.
- There is No Escape: Pick a friendly Nighthaunt unit. Allows said chosen unit to Charge and Shoot, even if they have Retreated, AND they won’t take damage from Retreating either.
- Lethal Rancour: Pick two friendly Nighthaunt units. They gain Anti-Charge (+1 Rend) for the rest of the turn.
All 4 could be very useful, but my favourites are for sure 1 and 4.

Artefacts of Power
Lightshard of the Harvest Moon remains unchanged, however the two other Artefacts have been replaced.
Brazier of Nagashizzar allows you to treat a roll of between 1-3 on a Redeploy as a 4 instead, whilst Mirror of Echoing Failures does a couple of things but requires you to pick an enemy Wizard or Priest. Firstly you subtract 1 from said Wizards/Priests casting/chanting rolls. As well as this, any time the chosen model fails to cast/chant, they take a Mortal Wound.
Movement, as always, is really key with the Nighthaunt, but an extra Attack or slowly chipping away at a caster for me are the better choices here.
Heroic Traits
Again, one Heroic Trait returns from the Faction Pack, however it has changed. The other two are brand new:
- Ruler of the Spectral Hosts: This is your one returing Heroic Trait, however it now (on a roll of a 2+) either Heals D3 or returns models to a unit with a combined Health of up to the roll.
- Deathly Possessor: Allows you to attack an enemy unit with an enemy Hero, so long as all of you are in combat range together.
- Shadowy Aura: -1 to Hit a unit you’ve used Redeploy on.
Again, a solid list of traits. Having an enemy hero strike at one of it’s own units is a very fun ability, especally is said hero is mounted on something super scary.
Spell Lore
The changes keep coming with this Battletome! The entire Spell Lore has changed vs the Faction Pack. Spolier alert, this is a very good spell lore, with some really solid spells.
Wrench Souls allows you to immediately move a none-Hero Infantry unit (this can be a Retreat). Chains of Death makes an enemy Hero fight last, whilst Fell Blades, my favourite spell from the lore, gives -1 to save rolls for an enemy unit (so long as the friendly unit you have chosen as part of the spell directs all their attacks into said enemy units).
Warscrolls
The largest section of the book, and as we already know, it’s full of changes. The biggest ones we’ve already covered, as the Ethereal rules change affects every warscroll (well, apart from Nagash).
I was very surpraised to see that Hexwraiths have survived, as I was expecting them to have been removed from the range. Glaivewrath Stalkers have gone, though, which is a shame as I have a fair few of them… Also gone are the Tomb Banshee and Cairn Wrath.
- Nagash: Same profile from the other Death books. Still doesn’t have the Ethereal rule, as that would be bonkers really, wouldn’t it?
- Lady Olynder: Now with a 5+ Save. Mortarch of Grief has changed, now prevents her from being hit on anything other than a 5+, No Rest for the Wicked now heals/revives Health by D3+3. Her spell, Grief Stricken, has the same effect on saves, but also now adds the enemies control score into the mix too.
- Kurdoss: Yup, has a 5+ Save now too (assume unless otherwise told all Heroes have a 5+ save). His Command Point rule remains, and also now has a Charge phase ability which allows a unit of Craventhrone Guard to immediately Shoot, so long as Kurdoss has made a Charge.
- Awlrach: For some reason has gone from having a 2 Rend Oar, to a no Rend Oar, which feels mean. Can still move units about, and in addition at the End of Any Turn, on a 3+, he can immediately Move, including out of combat.
- Reikenor: Saves and Wards aside, no changes that I can see
- Scriptor Mortis: Has had a re-write. Now picks an enemy unit, and on a 3+ gives them the Sentanced keyword and inflicts 1 mortal wound. Any Infantry that attack a Sentanced unit gain Crit (Mortals) on their attacks. Much prefer this new profile.
- Knight of Shrouds (Foot / Mounted): Again, saves-aside, nothing has changed.
- Guardian of Shrouds: Still gives +1 to Wound on a unit, but you now have to roll a 3+ to activate.
- Krulghast: His Shooting attacks also now has Crit (Auto Wound), matching his combat weapon.
- Lord Executioner: Still has his Staring Death in the Face rules, but now also has Ghastly Descent. It triggers at the end of any turn, and so long as this model has allocated damage to an enemy unit you get to pick said unit, roll a dice, and on a 5+ you destroy that unit. You get +1 to this roll should the targetted unit be Sentanced. Love this!
- Spirit Torment and Chainghasts: No changes
- Chainrasps: No longer have the +1 to wound ability, but instead once per battle they get a free 6″ move during deployment. Can be used on up to 3 units of Chainrasps.
- Grimghast Reapers: Reaped like Corn has changed, now you roll a dice for each model in a targetted unit. On a 6 you deal a mortal wound. If the unit you are using this ability on has 20 or more models it triggers on a 5+ instead.
- Pyregheists: Now hit on 2+ with the shooting profile.
- Craventhrone Guard: Old ability has gone, and has been replaced with Black-Hearted Lackeys, which in short allows the unit to retreat from combat on a 2+ on a D3. You then deal mortal wounds equal to the previous dice roll.
- Bladegheist Revenants: They now play a defensive role in your army. They have just the one ability, which prevents units finishing in combat with them unless they can make a charge roll higher than a 7 (unmodified).
- Spirit Hosts: Really happy to see they still give a 4+ Ward to a friendly Infantry Hero.
- Dreadscythe Harridans: No longer get better when fighting damaged units. Instead they stop an enemy unit which is in combat with them from healing or bringing back models
- Myrmourn Banshees: Sadly now have Rend 1 instead of 2. Now have Anti-Wizard (+1 Rend) though.
- Dreadblade Harrows: Can still teleport. No changes.
- Hexwraiths: Still shocked they are in here! Nothing has changed though
- Black Coach: I still feel like the Scourge warscroll is better. Only the one change that I can see, as the Wraith’s Spectral Weapons now have Anti-Infantry (+1 Rend) on them.
- Nexus of Grief: The scenery piece has the same warscroll that is currently on Warhammer Community.
Now of course we move onto the new guy…
Lord Vitriolic | New Model Unboxed
Firstly, you can watch me unbox this new model below:
Want a closer look at that sprue?
Some Nighthaunt models can be a tad tricky to build, thanks to some of the thin elements of the models, however I had no such issue this one. He went together fine, and as much as I liked the mini on the box, it wasn’t until it was assembled that I realised how much I do like the mini.
Lord Vitriolic | New Model Rules
So what is his Warscroll like? In short, he’s a support / shooty character who is very different to your other Nighthaunt.
He has 5 Health, Movement 8″, Control 2, 5+ Save with a 5+ ward. He has just the one shooting profile, which is 1A, 3s, 3s, Rend 2 and D6 damage, which is a really nice shock. In combat he’s just, meh, but that isn’t where he wants to be. His melee profile is 3A, 4s, 3s, Rend 1 and D3 damage.
Where he really comes to life is his one ability, Spectral Alchemy.
You use this in the shooting phase. You pick an enemy unit within 10″ and then have two choices. You can either choose one effect from the list, seee below or you can roll two dice and apply both results (inc duplicated results). Want a peek at what those effects are?
- If the target has no movement characteristic, deal 6 mortal wounds on it
- Deal D3 Mortal Wounds
- Give your ranged profile +1 Attack, but must target this enemy unti
- -1 to Wizard level until nedt turn.
- Remove D3 ritual points if the model is a Priest.
- Remove Ward saves for the rest of the turn
If it wasn’t for the fact that half of the list is so specific about what needs to be targetted, I’d have rolled two dice, but unless your fighting a none-moving Wizard who is also a Priest, you could end up not doing nothing to your opponent’s models.
Spearhead: Cursed Shacklehorde
To mark this new book, the Nighthaunt have a brand new Spearhead, and IMHO it’s better than the old one.
The Battletome features all the rules so that you can play Spearhead, aswell as a handy painting guide to help get your Spearhead box on the battlefield that little bit quicker.
Path to Glory
As well as Spearhead, we have another section which is now included in every Battletome, Path to Glory.
This section, in short, allows you to create your own bespoke character to play narrative games with. It even advises you on a points cost for your character.
I really like these rules, and keep telling myself that I need to go all in on converting a character. There is lots of options in here to create something truly unique. You even get to choose a mount for your hero, between an Ethereal steed, an ‘Edifice’ or a Dark Chariot type mount.
Once created you have two very different tech trees to choose to progress down as your character gains HP, learning new abilities as he goes.
The Clattering Procession | Army of Renown
Ever fancied a fully mounted Nighthaunt army? Well, with this Army of Renown you could do just that. It does, of course limit you to only mounted units (and no faction terrain) but looks fairly fun.
As with all Armies of Renown, you swap out your normal army rules for those listed in this section.
You get to keep Ethereal, which makes sense, but also gain two new rules. The first, Spectral Swiftness, allows you to move your models through enemy models and even combat ranges, but you cannot finish a move in combat. The second, Pitiless Reapers, works in tandem with the first, dishing out a mortal wound to any enemy units you passed over.
The Armies traits all lean into the theme of this way of constructing your army. Fell Riders, for example, a new spell purely for this Army of Renown, grants reroll run and charge rolls.
It’s a fun concept, but I don’t think it has enough teeth to be competitive…but then I’m not super competitive, so I could be way off the mark.
The Eternal Nightmare | Army of Renown
Nighthaunt are granted a second Army of Renown, and this one is focused around Nagash. So much so, that you can only take Nagash and any none-Unique Nighthaunt Infantry. Yolu can however take your faction scenery with this one.
This army has a cool mechanic in which Nagash starts on the board near a chosen Nexus of Grief, which is then refered to as the Ritual Site for the game. For the first two turns Nagash is hamstrung by the fact he has just been summoned, so for example in turn one he cannot move at all, whilst in turn two he can move 6″ but cannot be more than 6″ from the ritual site.
As you’d imagine, the traits and lore for this army benefit Nagash. The Artefact, for example, allows you to allocate 3 mortal wounds to the bearer, which then allows Nagash to heal 3 wounds back.
Whilst having a cool mechanic, the rest of the army’s rules don’t really make up for the fact that it takes a couple of turns for Nagash to fully ‘wake up’ nor does it make up for losing out on Unqiue and mounted options.
Regiments of Renown
The final section (bar the quick Rules Reference page at the back of the book) is the two Regiments of Renown you can take for other Death armies.
The first is the Craventhrone Executioners and comprises of:
- 1 x Scriptor Mortis
- 2 x 5 Craventhrone Guard
It’s cool Regiment rule grants +1 to hit and to wound against a unit of which is Sentanced. This then makes those spooky ghosts with bows quite a force.
The second regiment is called the Casket of Resurrections and purely consists of a Black Coach. I actually REALLY like the idea of running a Black Coach in a Soulblight army, and this allows you to do just that.
It comes with a Regiment ability called Dark Resurrection. At the end of any turn, should any damage points be allocated to an enemy unit from the Black Coach you can then pick a friendly non-Unique Death Infantry Hero that has been destroyed. You can then set up a replacement unit identical to the target within 12. It can be setup in combat with a unit in combat with the Black Coach.
I’ve always fancied a Vampire Lord heavy Soulblight army, which works really well with this, as does having Wight Kings, etc.
Summary
And with that, we reach the end of the book.
So what are my overall thoughts?
Sometimes, when you read a Codex or Battletome you get that instant feeling of how you feel the army will play. Movement, as has always really been the case, is key for the Nighthaunt. They remain a fast army so that has to be a little clever with what it charges.
I’m struggling to ‘imagine’ how much difference the changes to the save and ward saves are going to play. I feel like, against low damage armies, you may not notice a huge difference in the amount of damage you take, but you will feel it against any heavy damage armies. It really is a case of me having to play a few games to really ‘get it’.
The army overall is lacking a bit of Rend, which I think has been an ongoing thing with the Nighthaunt. They are a great army for a number of Battle Tactics in this new edition of the game, which is perhaps why they struggle with a lack of rend sometimes.
The new character is fun, but far from a must-take. I’m a big fan of taking a Black Coach in other Death armies, but I feel like the Army of Renowns aren’t great. The Clattering Procession is a fun concept, as is summoning Nagash, but outside of narrative games I don’t think they are worth trying out.
This is by no means a bad book, in fact I really like it, but for sure one that requies playing with to get a real feel for the changes. I’m a big fan of the majority of the warscroll changes, and the spell lore is brilliant IMO.
Our thanks again to Games Workshop for sending us a copy to review, and for sending us Lord Vitriolic to unbox and paint.
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Surely a review should have a bit more care, this is filled with mistakes or assumptions that could have just been checked vs the index.
Shadowy aura is -1 hit to the HERO if ANOTHER unit redeployed within 12″.
Nagash has changed – he has unique invocation of Nagash granted d3 move rather than ward save
Reikenors candles have changed to a 3+ for the +1 power/+1 cast
Guardian of Souls – lost warscroll spell to bring back models.
Executioner – His auto kill on a 5+ only works on infantry/cav heros, not any unit.
Harridans – lost defensive tech on charge, lost ignore wards on attacks,
Not sure what artifacts/traits you read, but there really is not much viable choice, lightshard and ruler are easily ahead of the curve on power.
Loosing the charge from combat lowers mobility. The increase to wounds and increased points to match lowers our model count, so less attacks, less footprint and less board control.
We are incredibly vulnerable to anti-ward tech.
Really disappointed to see the entire playstyle of the army 180 change after 6 years of collecting 9k points of it, most of our abilities we just had, are now on a 3+ without any real compensation elsewhere.
We pay premium for a 5++ ward which we had ready access too with blackcoach sub faction, discorporate, nagash ect. Lost -1 to wound spell.
Compared to the flesh eater, khorne and KO book this feels like it was written by a different author with no collaboration or standardising between them. Really no excuse to have dead sub factions, traits or artifacts on day 1.
I’ll be honest, I’ve not liked what I’ve seen. The whole edition has felt a bit vanilla; but Nighthaunt seem to have lost any character they had. Also seems a bit rubbish rules wise, at least for the models I’ve bought and painted.