How to Play Nighthaunt in Warhammer Age of Sigmar (4th Edition)
A glass-cannon horde of vengeful ghosts: fast, fragile, and built to teleport, ignore rend, and drown objectives in resilient spirits.
SprueSentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly — always confirm against the current official rules and your latest dataslate before a game.
Nighthaunt are the ghost army of Warhammer Age of Sigmar 4th Edition, rebuilt around the 2025 Battletome. They field cheap, expendable spirits that shrug off enemy rend, ward incoming damage, and reposition across the board in ways few other armies can match. You will rarely win a straight fight on stats, so the faction rewards clever movement, board control, and picking the moments to strike.
This guide reflects Age of Sigmar 4th Edition as of the 2025 Battletome. Rules and especially points change with each seasonal General's Handbook and Battlescroll, so treat everything here as orientation, not a rules reference. Always confirm current warscrolls, army rules, and points against the latest official Battletome, battle profiles and Wahapedia before a game.
What the battle traits do
Nighthaunt's army rules lean into being hard to pin down and hard to fully kill, rather than hard-hitting.
- Ethereal: friendly Nighthaunt units ignore negative modifiers to their save rolls (Nagash excepted). Rend simply stops working against you. Combined with a widespread ward save, this makes cheap units surprisingly sticky, though base saves themselves are poor.
- Wards and 2-wound infantry: much of the roster carries an innate ward and, for many infantry, two wounds. You survive by soaking damage over many bodies, not by armour.
- Ethereal Translocation: a command that lets a unit not in combat vanish and redeploy far from the enemy (reported as more than 9" away). This is your core repositioning and objective-grabbing trick.
- Mounting Dread: while enemies are in combat with your Nighthaunt, they suffer a penalty to their control scores tied to the battle round, helping you contest and steal objectives as the game goes on.
- Nexus of Grief: the faction terrain piece supports the army with area effects (reported to hamper nearby enemy command use and to aid your own spirits). Position it to anchor a key objective.
Exact wording and values are paraphrased from current reviews; check the printed rules for specifics.
Choosing a battle formation
The 2025 Battletome gives Nighthaunt four battle formations; you pick one when building your list. Each grants an army-wide rule that shapes your gameplan.
- Quicksilver Gheists: the standout mobility formation. Each movement phase pick a unit, roll a dice and add it to that unit's Move, letting it pass through enemies and even end in combat. Widely regarded as the strongest, general-purpose choice (and priced accordingly).
- Shrieker Host: a control pick that stops enemy units in combat with your Nighthaunt hero from retreating, locking a target in place.
- Death Stalkers: hit-and-run specialists. A chosen unit can retreat and still charge and/or shoot, and ignores damage from retreating, so you can disengage and re-strike.
- Royal Procession: grants Anti-charge (extra Rend when receiving a charge) to a couple of units, turning them into a punishing counter-charge anvil.
If you are new, Quicksilver Gheists is the most forgiving and flexible; the others reward specific list themes.
Key units and their roles
Rosters and points shift each season; confirm current warscrolls before building. Typical staples:
- Chainrasps: the cheap, two-wound anvil. Screen, hold objectives, and soak with wards. Your baseline body count.
- Grimghast Reapers: elite horde infantry that generate extra hits/mortals against big enemy units; your main volume damage.
- Bladegheist Revenants: fast, aggressive strikers that want to charge; good with formations enabling repeat charges.
- Spirit Hosts: durable, high-wound-density chaff for their points, excellent for holding ground.
- Hexwraiths / Dreadblade Harrows: fast cavalry and lone-hero movers for objective grabs and flanking.
- Black Coach: the army's centrepiece monster/war engine, growing more dangerous over the game; a strong hammer.
- Heroes: Lady Olynder (Mortarch of Grief) as a leader/caster, Kurdoss Valentian for command disruption, Knight of Shrouds for buffs and speed, plus support casters/priests (e.g. Guardian of Souls, Spirit Torment, Reikenor). Nagash is a huge allied Death option but sits outside the Ethereal buff.
Build around a resilient objective-holding core plus one or two mobile hammers.
Playstyle and a general gameplan
Nighthaunt play as an attrition-and-movement army, not an alpha-strike one.
- Screen and spread: use cheap two-wound spirits to blanket objectives and force the enemy to grind through wards while you score.
- Weaponise repositioning: Ethereal Translocation plus a mobility formation (especially Quicksilver Gheists) let you appear where the opponent isn't, grab objectives, and pick favourable fights.
- Ignore rend, embrace numbers: your defence is Ethereal plus wards plus bodies. Trade cheap units into expensive ones and win on the scoreboard over rounds.
- Time your hammer: hold the Black Coach and hard-hitting units until you can charge on your terms, ideally where Mounting Dread and formation rules give you an edge.
- Contest late: because Mounting Dread scales with the battle round, your ability to contest and flip objectives improves as the game goes on. Don't overcommit early.
Common mistakes and when they struggle
- Fighting fair: Nighthaunt lose most stat-on-stat brawls. If you charge into a prepared elite unit without support or a formation trick, you evaporate.
- Forgetting wards and Ethereal: newer players roll saves without applying Ethereal (ignoring rend) or their ward, badly under-valuing the army's durability. Track both every time.
- Wasting mobility: the faction's teleports and extra movement are the whole point. Playing them like a static gunline throws away your main advantage.
- Over-investing in one unit: this is a horde army. Star-unit strategies fail when the opponent focuses it down.
- Where they struggle: armies with heavy mortal-wound output bypass your saves entirely, and elite high-damage lists can out-trade your bodies if you feed units piecemeal. Anti-horde and board-clearing tools also blunt your screens.
Common questions
Is this guide for the current edition of Age of Sigmar?
Yes. It covers Age of Sigmar 4th Edition and reflects the 2025 Nighthaunt Battletome. It is not based on 3rd-edition or older material, which is now obsolete. Always confirm details against the current Battletome and the latest seasonal General's Handbook.
What is Nighthaunt's playstyle in one sentence?
A fast, fragile horde of ghosts that ignores rend, wards damage, and uses teleports and extra movement to control objectives and pick its fights, winning on the scoreboard rather than in straight combat.
Which battle formation should a beginner pick?
Quicksilver Gheists is generally the most flexible and forgiving, adding a dice to a chosen unit's move each movement phase so it can pass through enemies or end in combat. The other three (Shrieker Host, Death Stalkers, Royal Procession) reward more specific list themes.
How many points do Nighthaunt units cost?
Points are seasonal and change with each General's Handbook and Battlescroll balance update, so this guide does not list them. Check the current official battle profiles or Wahapedia before building a list.
- Nighthaunt - Wahapedia (AoS 4th Edition) · 2025
- Scare the Wits Out of Your Foes with Battletome: Nighthaunt - Warhammer Community · 2025-08
- Battletome: Nighthaunt - The Goonhammer Review · 2025-08
- Nighthaunt Battletome Review - Sprues & Brews · 2025-08-16
- Faction Pack Overview: Nighthaunt - Goonhammer · 2024-07
- 4th Edition Faction Review: Nighthaunt - Woehammer · 2024-07-20
- Nighthaunt Rules Preview: Ethereal Update - Bell of Lost Souls · 2025-08
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources — original commentary, not Games Workshop rules text.