Looks like you are right broken, pinned models move 1/2 their movement characteristic.
So it's a more controlled 'Stasis' if I can get em to break. Just need to find out ways to get Prone/Injured models to take Nerve tests.
Running Howl solo won't be very useful on it's own. In this case, I agree with you and they'll more than likely be out of range. The model that gets hit doesn't take a break test, he simply becomes Pinned/X. The models near him take the Nerve tests and will more than likely be run out of range even if I were to get the Wyrm out there into position. So I'd be pretty much keeping the Gheist out of the fight hoping to see that opportunity? That's what I meant by 'works on it's own'. I simply don't know how often, if it happens.
The solutions around that are:
- 'Existential Barrage'. The Range is the issue on this one. A Wyrm could pull it off, but then Im back to babysitting a choir to get the extra 1". It seems made for a Nacht-Ghul but his target would have to survive. I can either upgrade him to have it, or use 'Whisperer' to give it to him, but there are better options for him. A second Gheist would be the last option, but he'd be better off with Psychosis.
- Ghast. Unreliable but probably more accessible early on to try and get Terrify. I can see myself using 4 out of the 6 powers. Getting Psy-touched would make this more accessible.
- 'Fearsome Reputation' (Tactic) - I like this card because it has so much potential when paired with a Nacht-Ghul to be honest.
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Right now I'm playing it where most scenarios have 2 Tactics cards available. I'm treating this as 'Normal' in most games I'm expecting. As a result, those 2 dedicated Tactics are precious, so I'm leaning toward Tactics that affect the game in the long run. 'Mass Infiltration' right now is almost always a lock. It seems the best way to compensate for the lack of decent long range weapons. So that second one, I'm looking for something that could have a minor impact on the game instead of a major impact for a model.
- 'Whispered Threats' is potentially my next favorite card. Going off of the Average, I've got a better than 50% chance to make my opponent fail his bottle test. With 'Mass Infiltrate' a Turn 1 or Turn 2 with the Nacht-Ghul feels pretty good to me. Just to have that hanging over my opponents head for the rest of the game will most likely deprive me of XP, but will hopefully give me an edge.
- 'Fearsome Reputation' would have lasting game effects while also putting a Target on the Nacht-Ghul. One counter I've seen to Nacht-Ghuls is to run a buddy system with 1-2 other models around. Forcing the Nacht-Ghul to trade and hopefully get taken out before it gets to activate again. Would definitely make him a bit more fearless when charging into small groups since I believe this attaches when the target is removed before the other models have to take their Nerve Tests, FOR THE REST OF THE GAME.
- 'Having a Bad Day' is a weaker, 3rd option by putting an anti-bubble on the opposing leader/champion at the start of the game. The issue here is that it doesn't affect the targeted models roll, just anyone near him. So wouldn't really affect what I'm trying to do until after the Gang Hierarchy rolls fail, which being a 12"/6" bubble can be managed making this even less effective.
'History of Violence', 'Dirt on You' are in limbo right now. The reasoning is simple, they've been replaced by HoS tactics, not added to them. I really like 'History of Violence'. Removing a leader with the intent of focusing on the Broken aspect would be the best help, but even Goonhammer has recommended this be banned, and I'm inclined to agree for the abuse potential. 'Dirt on You' is just a dumbed down version of 'Having a Bad' day but would affect the Hierarchy roll is all. Waiting for the Arbiters to decide if they're going to allow them or not.