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Army of the Week: Tokyo Crypt Night Riders

Hey all with the new Nighthaunt book I wrote up this very easy and very inexpensive army (around $400 Canadian.) So give it a shot and let me know how it goes for you.

Night riders/Tokyo Crypt (names up to you folks)

BATTALIONS 2 Deathrider battalions – 260pts

LEADERS Knight of Shrouds – 140pts
– General: Cloaked in shadow command trait
– RELIC: Pendant of the fell wind

Dreadblade Harrow – 100pts
– RELIC: Dreadbolt ring

Dreadblade Harrow – 100pts
– RELIC: Midnight Tome
– SPELL: Spectral Tethers

Dreadblade Harrow – 100pts

Dreadblade Harrow – 100pts

BATTLELINE
5 Hex wraiths – 160pts

5 Hex wraiths – 160pts

5 Hex wraiths – 160pts

5 Hex wraiths – 160pts

BEHEMOTHS
Black Coach – 280pts

Black Coach – 280pts

TOTAL: 2000pts
Drops: 3
CPs: 3

The list is pretty straight forward, like all Night Haunt wholly within will be the norm, so I suggest putting the knight of shrouds in the center of your army to take maximum advantage of the Fell Wind Pendant and flank him with the 2 relic carrying Harrows and the 2 black coaches, this will be your speed hammer. The Knight of shrouds command ability of +1 attack to all melee weapons is going to be devastating on the black coaches as well as the dreadblade harrows. Set yourself up for a turn 2 charge, unless your opponent takes first or you give it to them and they throw themselves across the board fool hardily.

The Hex wraiths are just blockers and chaff, the coach’s ability to bring whole models back is what is going to keep them around longer than they realistically should. You can use the “deep strike” Night haunt ability as well for the Hex wraiths but I’d say limit it to 2 units max. The deathriders ability gives + 1 to charge and a natural 9 lets you attack in the charge phase and the fight phase, so very fighty.

The harrows act as punch and body guards for the knight of shrouds while the other 2 I’d suggest using their teleport ability to after back field units, weak units and of course objectives.

Finally the Black Coaches, they are great on their own but when combined with the Knight of Shrouds they get pretty scary. I don’t think many people are going to expect a 17” move + run + charge + potential attack twice with near 20 attacks unit. A Nightmare (ha pun) to paint but will be well worth the skull duggery (HA TWO PUNS) you will inflict on your opponent.

Enjoy the list, and let us know here and on Facebook if you decide to give it a try!