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==Why play Legions of Nagash?== ===Pros=== *SPOOKY SCARY SKELETONS! Do you want to see hordes and hordes of skeletons endlessly marching out of the grave and pinging whatever it looks at with literally 400 attacks? Well, this is what you're going to want to play. You also get zombies, ghosts and all sorts of other creepy goodness! *A solid range of plastic miniatures and plenty of possibilities for conversion (looking at you triumvirate of Ynnead/vampires!) *More bodies with better durability for the cost than most and the ability to bring models back, when the stars line up you can end the game with net zero lost models. *You’ve got 4 legions to choose from as well as Death and Soulblight factions so you can test out a lot of stuff and play with lots of variations on a theme. *Did you play Orks in 40k? Would you like to throw a bucketful of dice? Well, if you get a unit of 40 skeletons into combat and buff them properly, they’ll be getting 5 attacks each with the possibility of piling in and attacking twice with Vanhels Danse Macabre. In a perfect storm that’s 400 attacks at 4+/4+!!!! *Is a summonable unit dead? Did you just kill an enemy unit within 6" of a gravesite? Start rolling your d6 because on a 4+, congrats! You get that unit back for free. You can also get them back with the use of a Command Ability given to your general. *Battleshock is unlikely given that everybody's Bravery 10. *Vampire fullplate knights with lances are fuckin metal *At least vanilla skellies are stupidly easy to paint, and yet again, you don't need to be a Golden Demon winner to paint the armor of more complex models. ===Cons=== *Zero. Ranged. Units (traditionally speaking). Not a single usable one. There are handful of short-range shooting attacks. Can’t even ally in Tomb Kings archers! **Ghosts, Terrorgheists and Zombie Dragons are all there is here... though Nagash can shoot death lasers from his eyes. Prince Vhordrai is just a named VLoZD, just with a ranged ability with an 8" range, rather than a 9" range and a less assassin-y spell. That said, the Terrorghiest still has the best range out of all the variations in this box. *Doesn't support Tomb Kings, the Flesh Eater Courts or the Mourngul. *One thing to note about our unconventional ranged weapons is that they all contest a leadership score; Usually 2d6 vs their bravery. With good positioning of our banners and the Overwhelming Dread spell our limited shooting can deal a fair amount of mortal wounds. Our shooting is extremely short ranged but they can put on some serious damage. *Rend -1 is effectively rend -2 for your skeletons, grave guards, black knights and blood knights. It hurts... a lot. *Quite a few slow units, including the all-important necromancer *How many skeletons do you want to paint? Whatever that number is you’ll need to paint more than that. *The removal of magical summoning also means you can't bring in new units, only bring back the ones that are completely destroyed '''if''' they have the summonable keyword, and you need to use a command ability to do so. Furthermore, if you are playing Matched Play if your general dies that means no resurrecting dead summonable units (except for Legion of Sacrament).
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