Kings of War 3rd Edition First Impressions: Nightstalkers

Introduction

Being a flagship army for Mantic, a lot was riding on the line for the Nightstalkers in the 3rd Edition. They are a truly unique IP, they are arguably Mantic’s finest range of miniatures, and they are featured in the Shadows in the North two-player starter set. To this end, Mantic decided to make substantial changes to the rules, and the army has changed more than most. As a Nightstalkers player myself, I was eager to read through and process these changes. Did Mantic do these unspeakable horrors from alternate planes of existence justice? Or are they best left to wander the void, never seeing the light of the tabletop?

Lore

I am a big proponent of having quality lore (I won’t say fluff because it offends Brinton’s sensibilities) to support my miniatures war game. We all know that Mantic has made a tremendous effort to step up their game in this area in the 3rd Edition. In my estimation, the Nightstalkers were already one of the stronger and more engaging bits of background, and they have built nicely upon that foundation in the 3rd Edition Rulebook. Without going into too much detail, the Nightstalkers are the deranged descendants of the beings (mostly Elves) that were trapped in other planes of existence when the Fenulian Mirror shattered and the Celestians were ripped in twain. They now stalk mortals in their dreams, and, when the proper power coalesces, can tear a portal through the very fabric of reality and descend upon the world of Pannithor. What’s more, there is a strong cohesion between the miniatures Mantic produces, their lore, and their rules on the tabletop.

Take, for example, this passage from page 366, “A Banshee is a hideous ghost that glitters with hoarfrost, the shattered remains of the spirit and mind of an Elven Mage-Queen. It will screech its rage and bitterness across the battlefield in a terrible wail that can drive the unwilling recipients back with an almost physical force.” That conjures up some fantastic imagery, and it encapsulates the look of the Mantic miniature. It also perfectly matches the rules changes, in which the Banshee has gained Dread and Banshee Wail, which allows her to roll for damage for each hit scored on Enthral or Wind Blast.

Miniatures

As previously mentioned, the Nightstalkers are one of Mantic’s finest miniature ranges. To commemorate the tenth anniversary of Kings of War, Mantic is offering a limited edition diorama. The resin piece depicts a duel between the Northern Alliance Clarion and Nightstalkers Dream Hunter (both are limited units). The miniatures are cast in crisp detail and come with individual bases so as to be removed from the diorama for use in your games of Kings of War. The price point is a bit steep for my liking ($44.99 USD) but for a limited edition I suppose that is to be expected.

One frustration for many prospective Nightstalkers players is that many of the miniatures are not available for individual sale. At the time of writing, one cannot purchase the Mind-screech, Banshee, Horror, Butchers, Horror Riftweavers, Shadowhounds, or Reapers on their own. Instead, they are only offered in various bundles for both Kings of War and Vanguard. I sincerely hope that Mantic remedies this issue in the immediate future, as it would make it much easier and more cost-effective for players to purchase and build majority-Mantic Nightstalkers armies. I’d also love to see another wave of releases to fill some gaps in the model line.

Rules Changes and Trends

Rather than go through the army unit-by-unit, I am going to present several over-arching rules changes and trends. There are pros and cons to each, which will undoubtedly affect the lists and tactics we see on the tabletop.

Removal of Shambling and Surge

One of the most immediately obvious changes to the army is the removal of Shambling and therefore Surge. This is not to say that units have been deleted from the army, but rather that they lost this special rule. I must say that this is a welcome change, as access to Surge in the Nightstalkers army was both expensive and limited. It ended up pigeon-holing players into either focusing on Surge or not, which restricted the style of lists that could be built. It makes Butchers and the Shadow-hulk much more attractive choices, as they hit hard, have De 5+ and Fearless, benefit from Stealthy, and can finally move at the double. On the other hand, the Phantoms took a considerable hit. They have Fly and Nimble but have lost a point of Defense and Crushing Strength. They have also become Irregular, making Regiments a tough sell. The Scarecrows have become excellent value for cheap Unit Strength and Nerve, making them ideal objective/loot holders at the Regiment level or tarpits at the Horde and Legion level.

Expansion of Stealthy

Nightstalkers players will be excited to know that every single unit in the army, barring the Portal of Despair [1], comes with Stealthy. This is a big deal for each unit that gained it, but especially the Void Lurker. The Ranged Phase has changed across the board in the 3rd Edition, and while we might not see the Elf gun-lines of old, shooting will certainly play a pivotal role in many lists. Knowing that the entire army has some built-in protection is excellent.

Stay (Mind)Thirsty, my Friends

It is worth noting that the entire army, barring the Portal of Despair [1], has kept Mindthirst, which works just the same as it did in the 2nd Edition. The Portal of Despair [1] has changed significantly, and now offers a way to mitigate a serious weakness of the army. It is now a Titan with insignificant Melee prowess, but it comes with Dread and Visions from the Void, which enables you, at the start of the Ranged Phase, to select a single Friendly Core unit anywhere on the battlefield and give it Inspiring until the start of your next turn. This can help you ward-off unlucky Nerve rolls when your opponent puts some shooting into your army in the early part of the game, and also allows you to rest easy if you Rout your opponent’s sources of Inspiring in the late game. I’m not entirely convinced it is worth the 90 points and the Titan slot, but I’d love to be proven wrong!

Shadowbolts and Lightning, Wind Blast is Frightening

The Ranged Phase for the Nightstalkers feels very different in the 3rd Edition. I used to rely heavily on Regiments of Spectres, which offered great firepower with Ra 4+, backed up by an impressive 14/17 Nerve. Sadly, those days are gone. The Spectres are now Ra 5+ and have a measly 13/15 Nerve at the Regiment level. However, unlike many Ranged units in the game, they are not Irregular. They also gained the option to be fielded in Hordes, which might be worth a look.

Backing up my three Regiments of Spectres in the 2nd Edition was a terrifying Mind-screech, whose Piercing (3) had a huge impact on the battlefield. The new rules are nothing like the old, and it can hardly be considered the same unit except in name. The points have dropped significantly, it gained Sp 6, Fly and Nimble, lowered its Nerve, and replaced the old shooting attack with THREE built-in spells: Lightning Bolt (6), Mind Fog (6), and Wind Blast (6).

Alongside the Mind-screech, the Banshee and Soulflayers (formerly Nightmares) have Wind Blast. I wrote a tactics article about Wind Blast not too long ago, and the Nightstalkers have even more access to this uniquely tactical spell. Overall, their Ranged Phase offers less raw power, but more nuanced utility.

Chaff of all Shapes and Sizes

No matter which army or style I am playing, I always include chaff elements. The Nightstalkers had limited access to chaff in the 2nd Edition, but this has happily been expanded for the 3rd Edition. What’s more, each chaff option is distinctly different and provides you with the right tool for the job depending on the style of list you want to build.

For the cheapest option, Regiments of Needle-fangs clock in at 80 points. They will never accomplish anything in Melee, but with Sp 7, Fly, Nimble and Stealthy they can easily block charges or play the scenario.

As previously alluded to, Phantoms took a hit. They used to be great in Regiments, but now I see them as useful chaff at the Troop level. They are slightly more expensive than Needle-fangs, but they are faster, harder to kill, and could maybe do some damage in Melee.

The most expensive option remains Shadowhounds. A Troop will cost you 125 points, but they are a more flexible unit with higher Nerve, Regeneration (5+) and Thunderous Charge (1). I have personally had great results with this unit in the 2nd Edition, and I can see them being just as strong in the 3rd Edition. There may also be some unrealized potential in taking Regiments, but that might be cause for a future article.

Serious Melee Punch

The final change and trend found in the Nightstalkers army is that they offer serious melee punch to an even higher degree than before. At the Infantry level, Regiments of Reapers are a nasty glass hammer. They have Me 3+ with 25 Attacks and Crushing Strength (1). Several Regiments of these supported by a Horror with Bane Chant and the Aura (Vicious (Melee) – Infantry only) makes a powerful battle group.

At the Large Infantry and Large Cavalry level, the Butchers, Fiends, and Soulflayers all remain attractive choices. What I especially like is that the Hordes of Butchers and Fiends can each unlock a Monster and a Titan, which is where the list comes into its own.

The Monsters and Titans in the Nightstalkers are as varied as they are frightening. My immediate favorites are the Planar Apparition and the Terror. The Planar Apparition, along with many other units in the army, has gained Dread. This boosts its effectiveness as a support piece alongside Heal (7), Mind Fog (2), and the options to purchase Icy Breath (8) and/or Bastion (2) [1]. I really can’t say enough about this guy! The Terror, on the other hand, lives up to its name with some standout rules. It has Sp 7, Me 3+, De 3+, 10 Attacks, -/19 Nerve, Crushing Strength (2), Ensnare, Regeneration (4+), and Strider. Ouch! 

Sample List and Tactics

I firmly believe that the Nightstalkers are a versatile army that can field multiple styles of lists that will be competitive in their own ways. Based purely on my analysis of the rules changes, and with no tabletop experience, I leave you with a 2000 point list and the (theoretical) tactics behind it.

Infantry

Regiment of Scarecrows – 80

Regiment of Scarecrows – 80

These units will serve as cheap objective/loot holders in an otherwise fast, aggressive list. 160 points is a small price to pay in order to guarantee that an expensive combat unit doesn’t get stuck fulfilling a scenario role.

Cavalry

Troop of Shadowhounds – 125

Troop of Shadowhounds – 125

These units, as previously discussed, can block charges, hunt enemy chaff or War Engines, or capitalize on flank charges as the opportunity arises.

Large Cavalry

Horde of Fiends – 215

Horde of Fiends – 215

These units provide unlocks and project a considerable threat. They are the main battleline units and are supported nicely by the other elements in the army.

Regiment of Soulflayers – 165

Regiment of Soulflayers – 165

These units can put pressure on your opponent by deploying wide and preventing the enemy units from advancing too rapidly, lest they expose their flanks. They can combo-charge with the Fiends to push the odds of Routing in your favor. The Wind Blast is a nice bonus.

Monsters

Planar Apparition – 165

Planar Apparition – 165

These units, as previously mentioned, provide great support for the army. Heal (14) is awesome, especially when so many other units in the list have Regeneration. They also become effective tarpit units in a pinch with Ensnare and Regeneration (4+).

Titans

Terror – 250

Terror – 250

These units are expensive but well worth every point. They grind so well and their low Defense is mitigated by Stealthy, Ensnare, and Regeneration (4+). 

Total points: 2000

Total units: 12

Total Unit Strength: 20

Conclusion

Mantic did a hell of a job with the Nightstalkers for 3rd Edition, and I can’t wait to play with and against them. There are a couple of disappointing elements here and there, but they are overshadowed by all of the horrific goodness. If you have any feedback or feel like I missed the mark on something, please let me know in the comments!

About Greg

Greg is an avid Kings of War hobbyist, gamer, and podcast host from the Northeastern United States. On -/28 he'll be providing you with a range of different articles, mostly focused on the hobby and narrative sides of Kings of War.

View all posts by Greg →