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==Units== While the units in the Legions of Nagash can be used alongside each other without penalty (depending on which allegiance you have anyway) there are still various factions that the dead can be broken down into. As such this section will be split between the various factions. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Deathlords=== The super-units of the army. This encompasses the main leaders of the dead (Nagash, Arkhan, Neferata, and Mannfred), as well as Nagash's most powerful servants, the Morghasts. <div class="mw-collapsible-content"> ====Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]:''' (Behemoth, 880pts) The biggest and baddest bitch you or anyone else can get. Costs a whopping 880 points and, if used correctly, is worth every single point. First, he has 16 wounds with a 3+ save which will be rerolling 1's because of his command ability. He also has a 4+ save against mortal wounds that reflect the wounds back on a roll of 6. His real sauce comes from his ability to cast 8 spells a turn. He knows his own 2 unique spells, both of which are fantastic; Soul Stealer which deals mortal wounds while healing Nagash per wound and <s>Pimp</s> Hand of Dust which gives him a 50/50 chance of insta-gibbing a model in CC if he successfully casts it. He also knows 3 spells from either of the Lores of Death. Couple this with Arcane Bolt and Mystic Shield and he can cast 7 times a turn on his own, but he also knows the spells of all Death Wizards on the board, so go fucking nuts kids. This bitch can and will demolish units with mortal wound spam whilst also healing himself with spells like Soul Stealer and Vile Transference (if he ever gets hurt) and debuffing the survivors. He can also stare at them because HIS EYES ARE LASERS or some shit. And if you still aren't convinced he also boasts one of the scariest melee profiles in the game. The staff with -3 rend and d6 damage is great but the real sauce is that fucking sword. -2 rend and 3 damage flat hitting 6 times is just brutal and scares just about everything. And a sprinkling of spirit host attacks for more mortal wounds because yes. He also boasts some fucking amazing buffs for your army. His deathly invocation is re-rollable and affects 5 units anywhere on the board. His command ability is downright fucked, re-rolling 1's to hit and for save rolls and ignore battleshock for your ENTIRE ARMY including himself. The ignoring battleshock may not seem so important because of deaths naturally high leadership but it means you just don't have to worry about certain battleshock activated abilities like a Carnosaur roar. All in all, Nagash is one of the most well-rounded characters in the game, being an incredibly dangerous model in every phase of the game and buffing the shit out of your army, his only drawback being his insanely high points cost being prohibitively expensive at low point games and forcing you to build around him at higher points. And also fuck me his model is amazing and absolutely fucking towers above everything, just like Nagash would want. **As of AoS 2.0 Nagash has only gotten better. Nagash's almost guaranteed casting means you can put Endless spells down left right and center, and if you are playing realm rules, then you can access another entire Lore per game. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-mannfred-en.pdf Mannfred, Mortarch of Night]:''' (Behemoth, 340pts) Mannfred's price point means that he will be competing against VLoZDs, and he will almost never come up short. He has several factors which put his head and shoulders above other options. First is his command ability, a big bubble of rerolling 1's to hit and wound. This is a huge force multiplier and can be combo'd with so many units to create massive sweeping charges. Black Knights, Blood Knights, Morghasts and other fast-moving elite units become far more dangerous when near Mannfred. Since his command ability also affects his own attacks, it makes his sword of unholy power, Ghiestvor, one of the most reliable and hard-hitting weapons in the game. Ghiestvor gains +1 to hit and wound rolls if you successfully cast a spell in your last hero phase. This hitting and wounding on 2's rerolling 1's and rend -1 means that you can bank on an almost guaranteed 3-4 d3 damage from the sword alone. Couple this with his also powerful Sickle-glaive, and his Dread Abyssal and spirit attacks, he will be crippling monsters and decimating units left, right and center. He is also a competent spellcaster, able to cast 2 spells a turn, and has an ok if a bit situational, unique spell. Where he falls short is his relative frailty compared to a VLoZD. He only has a rather meager 11 wounds and a 4+ save, and whilst this is somewhat mitigated by his 2 wound regen every time he kills a model in combat, a couple of big hits will be far more noticeable. That being said, his most powerful attacks aren't linked to the dragon, so they will not degrade as he takes damage. If it comes down to a choice between the 2, Mannfred is more of a force multiplier than a VLoZD, but there is plenty of overlap. Or just take both with a shitload of cavalry and just annihilate your enemy on a first turn charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]:''' (Behemoth, 360pts) oh my if the good, old arkhan get a incredible change of his warscroll! the weapons haven't changed unfortunately, so don't expect to him to kill giant hordes, overpowered hero or terrifying monster. Before, he was the second best wizard in the LoN army, and you take him for his unique spell, the casting and dispelling bonus of +2, it's command ability and good resurrection capacity. Now he is in the group of the STRONGEST WIZARDS IN THE GAME. He now can cast 3 spells at hero phase (4 if you get his battalion), heal directly 3 wounds on 3 summonable units within 24",without rolling the D3, becoming a great healer, and most important his Staff let him cast as many arcane bolts and mystic shields as he want, even if another wizard casted them. I know what you are thinking:"but those spell suck, they are more useless than a cairn wraith!". I'm sorry to say that if you are thinking this you are a big idiot. Arcane bolt deal D3 mortal wounds with a cv of ten or more, MODIFIERS ALLOWED! this mean that if you use the battalion you get a +4 bonus to his spells, dealing D3 mortals wounds at a 6+. This can be devastating if taken together with his command ability, shooting at enemy support heros from afar and with all the calm of the world ("that lord-castellant close to your 20 sequitors is so cute! Do you mind if I deal 4 D3 mortal wounds to him?"). While all of this makes him a better wizard he get an unfortunate nerf. Curse of the years don't kill an entire enemy unit if you had to do 1+,because now a 1 is always a fail, so you will have to roll always the dice even if you reach that point. Also now he doesn't know the spells of death wizards close to him, and can use his command ability only once for hero phase. Even with those nerfs, he is generally a better wizard than before, who can fight for the fourth place of best spellscaster of the game (after nagash, teclis, and lord kroak) against the lords of change, slann starmasters and morathi. *'''[https://www.games-workshop.com/en-US/Deathlords-Mortarchs-Neferata Neferata, Mortarch of Blood]:''' (Behemoth, 340pts) Lost her ability to create extra vampires in the updated warscroll. Of the Mortarchs, Neferata is the melee powerhouse (by comparison, sporting seven nifty attacks by herself, has the same 2 wound lifesteal as Arkhan and Mannfred but with a bonus wound healed if Neferata killed a hero, her Dagger of Jet has the mightiest-lord-of-Khorne ability to instagib a model on a dice roll and she also has a Dread Abyssal steed plus a spirit host following her around. Let's not forget her command ability is a -1 hit bubble that extends 15 from Neferata at full health. On the downside Neferata gets no casting bonuses, but she can cast two spells and her signature spell lets her give a selected unit the Nighthaunt abilities to fly and ignore save Modifiers (imagine casting this on a unit of Black Knights, a Terrorgheist, or Nagash to make him immune to rend on top of everything...). In her Legion of Blood, Neferata also subtracts -1 from the Bravery of any enemy units in 6 - with her command ability, she essentially gets the Overwhelming Dread spell for free and it can't be dispelled. These negative modifiers DO stack if she gets near anyone already effected by Overwhelming Dread, so imagine anything fighting Neffy with -2 to hit and Bravery (everyone else will be hitting her on 5's and have bravery 6 on average). As of AoS 2.0, the ability to use her Command in addition to other Commands gives her a huge power boost. Compared to the other Mortarchs, she does require more fine-tuning and is a melee/debuff combo character. Run her alongside Nagash and watch your enemy flail ineffectually as he tries to figure out whether he should just go for Nagash or kill Nef first to drop the negative hit modifier. Or run her alongside her old flame Arkhan so you can divide your opponents' attention between her debuffs, his spellcasting and at least 1+ deathstar unit you now have the points to bring (I'm looking at you Mortarch Harbingers). This is all while you are systematically ruining their army. ====Deathlords Units==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Harbingers-en.pdf Morghast Harbingers]:''' (Min:2 Max:6 210pts) {{color|red|No longer }} ''Battleline''{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. Excellent, it's like having a unit of characters. Harbingers roll 3D6 when they charge (so no snake eyes to fuck you over) and with their halberds (which you should always take over the swords) they put out an absurd amount of damage, obliterating everything in their path, this includes monsters and the characters riding them. Strike first and cripple whatever you're up against, they can take the retaliation when it's their turn thanks to their 6 wounds and 4+ save. Give them further buffs with command abilities if you're up against a similar deathstar, then sit back and watch the show. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Archai-en.pdf Morghast Archai]:''' (Min:2 Max:6 210pts) {{color|red|No longer }} ''Battleline''{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. The same thing as the Harbingers only they have mortal wound protection instead of 3D6 charge. More situational than the Harbingers, the Morghast can tank a ton of effects that cause mortal wounds already, but if you plan on using them as a backup for a battleline then you can definitely choose them over the Harbingers. Best Used as bodyguards for Nagash in the First Cohort Warscroll Batallion, as their 5+ against mortals works after to pass them off from Nagash. Just like the Harbingers they have the option of going between swords and halberds, but considering what you want them to be up against (elite and monsters), go with the halberds. The extra rend and damage will do you much better. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-grave-guard-en.pdf Grave Guard]:''' '''SUMMONABLE''' and ''Battleline''. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also having the potential to deal double damage on a wound roll of 6+. You can take 30 of these guys for a very steep price, but since they have 1" swords, it's unlikely they will all be able to attack HOWEVER they'll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades. **15 seems to be the golden number for unit size. Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1" weapons. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Soulblight=== The vampire faction and one of the most elite armies in the game, right behind the Everchosen. Good if you want a cavalry-heavy force, very fast and very hammery, not so much if you want a cheap army (both in terms of cash and points). <div class="mw-collapsible-content"> ====Leaders==== *'''Mannfred, Mortarch of Night:'''(Behemoth, 380pts) Read Deathlords entry. *'''Neferata, Mortarch of Blood:'''(Behemoth, 380pts) Read Deathlords entry. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Prince%20Vhordrai.pdf Prince Vhordrai]:''' (Behemoth, 480pts)He is basically a vampire lord on zombie dragon on steroids which wake up really early in the dusk and have no time for any of your bullshit. No, seriously, this guy is a fucking blender and probably a claimer for the title of smashiest hero in the game. Better statline than a VLoZD with lance, chalice and shield but his lance has an additional attack and rend -2 and a fucking angry dragon which can spit some death-fire-rape-juice that causes FUCKIN 6 MORTAL WOUNDS when full hp (it can degrade quite quickly if the enemy focuses him down but remember that he can heal). To add some gravy on a really really bloody beef, his unique spell allows him to add 1 to BOTH HIS HIT AND WOUND ROLLS. I mean, Nagash almighty, that is downright terrifying. His command trait allows a hero to attack as if it were the combat phase (this hero cannot be him unfortunately, that would have been waaaay too gross) or, if the hero is a wizard (which all of your heroes are), to cast an extra spell, so you can consider bringing another VLoZD along with him if you plan to smash some eggs with your dragon goon squad. He comes at 40 points more than a vanilla VLoZD, so if you're going to be bringing one Lord on Dragon, you would do well to bring him unless you've got a really good plan on what to do with the regular VLoZD. **If you want an incredibly expensive deathball, run Vhordrai and Mannfred in the same army. Whilst this combo is more expensive than fucking Nagash, you have some of the highest damage potential in the game. Vhordrai's stats with Quickblood mesh super well with Mannfred's command buff, making his already crazy power incredibly reliable, and there aren't many targets for Vhordrai's command ability better than Mannfred. The only thing holding this back is the average reliability of casting Quickblood itself, though this is remedied by including (even as an ally) a Mortis Engine, corpse cart or taking the necromantic bloodline. The Mortis Engines buff to casting means that Vhordrai and Mannfred will be much more likely to cast their unique spells whilst also adding a source of regen and mortal wounds to the pair. This combo could potential put out 6+3d3 mortal wounds in a turn (not including Mannfred using a non-unique spell (Amaranthine Orb for +d6 (Or even 2d6 if double cast))) before charging and doing an average of at least 40 damage to a 4+ save opponent, and if you double turn use Vhordrai to give Mannfred a free attack in the Hero phase. If there is anything left after the attack you just pulled, either you are the unluckiest person in the world, or your opponent is cheating. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-coven-throne-en.pdf Coven Throne]:''' (Behemoth, 260pts) For when you really want to cherry-tap some shmucks in luxury. This thing pours out TWENTY-FIVE attacks in melee. They also allow you to reroll a single dice this model rolls per game. Still, good for getting off that spell you need in a pinch. Has a meh unique spell (Bravery test on 3D6, if they fail they cannot attack the caster, fine agent hoard not so with heroes). Can be good if you're up against mortal units, otherwise stick to stuff like Vile Transference, Amethyst Orb or Soul Pike. Its Command Ability lets you allow a Death unit to Re-roll all hit, wound, and save rolls of 1 until your next hero phase, which is great. It's also ridiculously fast with a 14" flying movement. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Bloodseeker%20Palanquin.pdf Bloodseeker Palanquin]:''' (Behemoth, 300pts) Similar to the Coven Throne, only it sucks. It can increase the attack of all '''Soulblight''' units if a Hero is slain near it, but you've already got traits or abilities for that. It has a short-range missile weapon that deals d3 mortal wounds if you roll higher than the unit's leadership with 2 dice. is also has a 12" spell that targets a hero that has a 50% to deal 1 mortal wound, 1/3 to deal d3 and a 1/6 chance to deal d6 mortal wounds. Just skip it, it's not worth the ridiculous points you have to pay for it (being 40 points more expensive than a Coven Throne and nowhere near as useful, gaining a possible 1 extra attack for your dudes instead of a shitload more damage). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-vampire-lord-en.pdf Vampire Lord]:''' (140pts) While most armies must choose between fighter and caster, your Vampire Lord does both. He's got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. It can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon. Since the command ability grants an additional attack with each weapon of the affected unit, it's best to use this on models with few strong attacks or better yet on models with more than one weapon profile. If you want to be a real jerk, use the Lord's buff on a Dragon, which turns into an absolute rape machine thanks to this. Using his command ability on a big unit of skeletons is also a great tactic to just drown the enemy with attacks. If you play carefully enough, 30 skeletons would be getting 4 attacks each (1 attack base, +2 attacks with a unit of 30, +1 from buff) with +1 to hit if they are near a lord. He has a blood chalice that gives him back D6 wound once per game (it's 'optional', but since there's no downside to taking it you should always have it), increasing the dude's (un)life span. All in all, a quite nice little hero that can be a pretty scary backline assassin, ready to debuff an enemy monster and then jump some squishy unit while topping up your own dudes or putting a serious hurt on the enemy with the right spells. *'''[https://www.games-workshop.com/en-US/Vampire-Lord-on-Zombie-Dragon-2016 Vampire Lord on Zombie Dragon]:''' (Behemoth, 440pts) Unless you've already taken Vhordai, there is next to no reason to take this dude as he's only 40 points cheaper and doesn't have nearly the same statline to compensate for being similarly priced (they have their uses, however, see the point below)That being said, he does still have a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he's a Wizard, but with a very gimmicky unique spell that will never see use. His Command Ability is providing re-rolls To Hit to a friendly Death unit, which works well with your already high to hit values (or if you really needed a Bat Swarm to hit something for once). His durability is also something to be amazed at, not only does he have a once per game chalice of blood that heals him D6 wounds, the right traits/equipment (see above) can help the dragon live far longer than most monsters too. Get Vile Transference, Mist Form and the Scabbing Plate and you'll passively heal 2 wounds nearly every combat phase, heal D3 wounds per spell cast and heal D6 wounds once per game if you really need it. Keep that statline up so that the dragon can keep ripping and tearing. This guy will have your opponents wishing they were playing Legions of Nagash. ** They can have some utility that Vhordrai lacks. Give him some spicy fucking command traits and artifacts and watch him fucking go. Say your army is from Shyish, which it should be, and give him the Ethereal Amulet for a 3+ UNRENDABLE SAVE. Or take him in a Legion of Blood where he gains +1 attack for every melee weapon, then give him Walking Death where every hit roll of 6+ doesn't roll to wound but does the general's melee weapon's damage in MORTAL WOUNDS (sadly this doesn't work for the Zombie Dragon's attacks as well or this would be overkill to make Vhordrai almost redundant) and combine it with his ability to re-roll hits AND the artifact of the realms Ghyrstrike, which will net him a +1 to hit and wound. Or a mix of the previous, and there are several other spicy combos. ====Soulblight Units==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-blood-knights-en.pdf Blood Knights]:''' (Conditional Battleline: Soulblight army, 180pts, Min:5 Max:15)''Battleline''. BK's are one of the most contentious units and for good reason. First, the models themselves are dated and crazy expensive. 5 of them will set you back a Baneblade (Fingers crossed the new models will be more affordable). Second, the changes to banners mean they have lost their source of model regeneration. They still heal 1 wound when they kill something, but lacking the summonable keyword, this is their only form of healing outside of spells. So what do you get for all this? You basically get Chaos Knights with Glaives, but +1 to hit, an additional attack, permanent -1 rend, and d3 damage on the charge. They also have all the standard death goodies of shields, banners, and hornblowers. The Kastellan adds +1 to attacks instead of +1 to hits. Put bluntly they are a very expensive unit that is capable of dealing huge amounts of damage on the charge. The problem is your opponent will know this and will take them out ASAP. They are fairly tough, but the loss of regen has really hurt them in this department. But this isn't to say that they haven't gained anything from the new rules. If taken in a Legion of Blood army, they each gain an additional attack (horses included) and an additional -1 to bravery that stacks with their banner. This bonus to attacks makes this unit one of the single most offensively powerful units in the game. You basically have an entire unit of Vampire Lords or Daemon Princes' on the charge. A unit of 5 will be putting out 21, -1 rend, d3 damage attacks, and 15 horse attacks every turn, at -2 to bravery. If you have a Vampire Lord within range use its command ability on them, they'll be putting out 26 attacks. If you can get some rerolls in there you'll be putting out 20+ damage a charge, enough to annihilate most units and monsters. Blood Knights are powerful, but they do require quite a bit of list tailoring and building your play around them maximize their power, but when you do, oh fucking boy will you mentally scar your opponent. It can be a good idea to take a unit of 10 if you got 360 points to spare and you will have a terrifying hammer unit. Remember to support them with a vampire lord, coven throne or mannfred CA for extra smashyness or with Neferata to make them extra annoying. Very strong in a Legion of Blood or Soulblight army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-vargheists-en.pdf Vargheists]:''' (Conditional Battleline: Soulblight army, 150pts, Min:3 Max:12)''Battleline''. These guys are a cheap hammer unit, and man does they do work. They are not particularly durable, but they are very fast and swing for 2 damage a hit, AND for every model they kill they roll a dice and on a 6 they get an additional attack. Legion of Night loves these guys for the ability to outflank with them. They are not quite as strong as Morghasts (another hammer unit) in terms of raw power, but you are saving 60 points by taking Varghiests over them. But hey! Why not take both? It is advisable to take both as they do sort of fulfill different roles. Varghiests especially excel at murderising hordes. Those additional attacks can really stack up, as multiple damage attacks against hordes can wipe out a lot of models. This is not to say they aren't versatile, but they are a fantastic unit to clear out enemy tarpits with their sheer speed and damage. Consider that against a unit with a 5+ save (the staple for horde/chaff units), 3 of these boys will kill an average of 8 models, which will probably become more if said chaff has low morale. For 150 points this is very nice **With the GH2019 they are battleline again in a soulblight army, so grab some of these fuckers and run them along with your blood knights to murderize some hordes while their more sophisticated kin dispatches more elite targets on the charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bat-swarm-en.pdf Bat Swarms]:''' (SUMMONABLE, 80pts, Min:2 Max:8) They're swarms. A lot of attacks, awful Hit, and Wound rolls. Their flavor heals all wounds if it inflicts a wound, but that's not why you take them. You take them because all enemy units within 12" of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12" flying movement. Keep in mind too that their melee range is 3", in effect meaning that you can put them behind Blood Knights, Fell Bats or Vargheists to inflict further wounds on enemy units while keeping them relatively safe. Have them come up to the side of those units so that hordes can't lap around them (while still letting them heal all the damage they receive) and you'll appreciate them more. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-fell-bats-en.pdf Fell Bats]:''' (SUMMONABLE, 80pts, Min:3 Max:12) These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity dies, they double their attacks for the rest of the game, granting 6 attacks to each bat. If you're going to use them then you should keep them near your Blood Knights or Vampire Lord (despite their movement). Once those units kill something then these guys become great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Nighthaunt=== Spooky ghosts. The Nighthaunt have their own book and if you want to use them exclusively, [[Age_of_Sigmar/Tactics/Death/Nighthaunt|you should look elsewhere first]]. With the release of Age of Sigmar 2.0, many Nighthaunt units have been FAQ'd to be available to Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night armies. Several of these units are pretty great in a LoN army and should certainly be considered. You still have to ally in any other Nighthaunt units from their Battletome though. <div class="mw-collapsible-content"> ====Leaders==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:''' (60pts) The Cheapest hero and a Ghost. A hero with only four wounds, that's unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that's basically a Stormcast's Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he's pretty blendy, too. In open play, you can also field 3 or 4 of these guys in an unofficial unit and watch them tear through chaff (With scythes go figure). Sadly this doesn't work as well in matched play as these guys fill up your precious hero slots and considering how useful your heroes are right now, there's barely any reason to use this guy anymore *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]''' (80pts) a Cairn Wraith that became a Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3" in melee. **Use with a Guardian of Souls nearby and with the Headsman's Judgement, this guy can dish out some serious hurt. **Sadly, only does the extra damage on unmodified wound rolls of 6. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]''' (80pts) Remember what we said about shooting? This is one of the few units that has a shooting phase in our army and her attack deals mortal wounds based on the opponent's Bravery. She has classic Nighthaunt defenses and Frightful touch BUT she only makes one attack. Her weapon has a solid profile, but it's better to keep her out of melee range and instead support your Skeletons with Deathless Minions. Her Scream has great synergy with any unit or death wizard that reduces bravery. She also is pretty affordable as far as hero units go, just make sure you don't bring her along when you fight high bravery armies like Daemons and Death. She shines vs Stormcast and grots because they have low bravery and are vulnerable to mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]''' (100pts) The Ghost Commander, CA that grant +1 to hit for Nighthaunt. He can work very well with some of the Nighthaunt elite infantry, although he does struggle to keep up with mounted ghosts. Other than that he functions similarly to a Vampire Lord. Same wounds, similar weapon except for 2 damage instead of d3, has regen but only when killing heroes. He is alright, but for 20 points more you can get the one on a horse with a better command and an additional wound. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]''' (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, one extra wound plus the extra attacks from the spooky horse, and his command ability gives +1 attacks to a Nighthaunt unit wholly within 18" instead. Actually, a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]''' (140pts) A Wizard healer and Ghost support. His exclusive spell restores d6 wounds/resurrect of SUMMONABLE NIGHTHAUNT unit within 24", while he also makes every Nighthaunt wholly within 12" add 1 to their wound rolls, which is phenomenal for Chainrasps and inconsequential to Spirit Hosts. He is a welcome addition to making your Ghost LoN undying. *'''Guardian of Souls with Mortality Glass''' This variant is more useful to LoN armies than Nighthaunt ones, as while his spell only affects Nighthaunt units (allowing one to move in the hero phase, and if they retreat they can still charge that turn), his other ability is more general - enemy units within 9" of this model only roll 1D6 when charging, rather than 2. Sadly just too short-ranged to affect deep strikers, but could lead to some amusing [[rage]] from your opponent. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]''' (120pts) Obnoxious little guy with average stats, but good weapon stats(4+/3+/-2/D3 and "2 range) and the ability to restore d3 wounds to a Nighthaunt unit within 6" at the beginning of each Battleshock phase if at least 3 enemy models died in the turn (3 wounds with no roll if the dead guys are all Stormcasts). Plus every Nighthaunt unit within 12" can reroll any 1 to hit. He is a must-have in any Ghost focused legion. Another great support piece for Etherial LoN Lists. ====Nighthaunt Units==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Horde]''' (SUMMONABLE, '''Battleline''', 80/280pts, Min:10 Max:40) Get undead chaff, give them 6" flying and a unmodifiable 5+ save. They make superior chaff. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they're 10 or more. Get a bunch of heroes around them to buff their attack stats and enjoy. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]''' (SUMMONABLE, 60pts, Min:4 Max:16) Another unit with annoying attacks. They reroll every failed hit roll in the turn they're engaged in combat (either if they're the ones who charged or not) and with drummer to retreat & charge. Take note that at 15 points, 6" move and 1 wound a piece, you might want to bring larger units of them to prevent "ye olde hexwraiths-getting-deleted-in-a-single-turn" conundrum. Have a hero that heals/resurrects float around with them, and turn that 1 Wound per Model disadvantage into some tasty tasty enemy-morale-breaking heals/resurrects. **Alternate Opinion: Never take them for anything but character hunting, as the glaivewraiths get rerolls to hits where the grimghasts do not, namely on units with less than 5 models. They have a cheap minimum unit, unlike the grimghasts, so taking a small unit to fill out a list and add even more table presence to your army is good. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:''' (SUMMONABLE, 160/420pts, Min:10 Max:30) These guys are both cheap and resilient and can pack a punch in melee with their 2 attacks and -1 Rend, especially if buffed by Vanhel's Dance Macabre from a Necromancer or Blood Feast from a Vampire Lord. You could even take one of the Nighthaunt heroes listed above, most of which have Nighthaunt-specific buffs. They can also re-roll hit rolls against units with 5 or more models, making them great against medium to large elite units and hordes. With their very high movement of 8" and the FLY keyword, they can take objectives quickly and efficiently. Unless you really want to run nothing but skeletons, consider the Grimghast Reapers as a cornerstone of your army. A good way to fit these guys into your army is to drop one of your horde Battleline units and replace them with cheap Dire Wolves, freeing up the points for a large unit of Grimghasts. *'''Spirit Hosts:''' (SUMMONABLE, 120pts, Min:3 Max:12) Oh boy, these ghoulish ghastlies are by far one of the most underrated units in the battletome. They seem expensive at first but they come with a lot of nasty surprises. First, like all Nighthaunt units, they have a 4+ save that cannot be modified positively or negatively (for those coming from 40K it's like an invulnerable save) they have 6 attacks each and if they hit on an unmodified 6+ they deal a mortal wound instead! These guys will be dishing out mortal wounds left at right all while being durable as fuck. And if that wasn't enough they are SUMMONABLE meaning they can regen wounds and fallen units (remember they have 3 wounds each meaning that they can only resurrect on a 5+ with deathly invocation and gravesites also holy shit they have 3 wounds.) It's worth saying that units of 3 or 6 are probably your best bet seeing as they have large bases and it would be hard for say 9 or 12 to all be in combat. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:''' (SUMMONABLE, 140pts, Min:5 Max:20) Hexwraiths occupy an interesting spot in LoN. On paper, they are better than ever. Summonable makes them Resection. Their Frightful Touch common to all Nighthaunt Units let them bypass rolls with mortal wounds. But the buff of Black Knights means you have 2 types of cavalry to pick from, (not including Blood Knights) and in a lot of cases, Black Knights are superior. They have the ability to deal far more wounds for 20 points less. But Hexwraiths do have several things over their cheaper cousins. They have far better durability, with the classic Nighthaunt 4+ unmodifiable save. They are also substantially quicker due to having fly and ignoring terrain and models when moving, and the ability to deal MWs to a model if they do move over them. Hexwraiths also have -1 rend on their scythes, making them far better in protracted combats or if they are charged first. Hexwraiths are then better suited at striking at vulnerable enemy units. Their speed and resilience mean that they are very good at taking out enemy support elements and assassinating enemy war machines and characters that stray, as well as dodging screening units. Nothing is quite as troll-y than flying straight over your enemy's tarpit, dealing a handful of mortal wounds to it and charging the archers behind them. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Legion Black Coach]:'''(120pts) Theoretically, the old Black Coach is pretty good, especially if you keep buffing it with Wizards. The problem with this is that in order to get all those buffs, you pretty much need to spam Wizards, which you are already spamming in some builds. **It ''is'' fast with a 10" move, but lacks flying (gaining it later at the Fourth Level of Evocation of Death.) and is missing the Nighthaunts penchant to ignore rend. He has the same weapon as the Cairn Wraith and the reroll hits if a unit has 5+, with the addition of 4 more attacks with his horses. So in an AOS1 Nighthaunt Allegiance army he will not level up reliably and costs the same as two Cairn Wraiths...the Wraiths will have 1 more wound, collectively, and double the good attacks on top of ignoring rend, oh and they fly. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Deathmages and Deadwalkers=== Necromancers and their zombies. Your main source of cheap wounds and surprisingly effective hordes, the spells to keep your army in the fight and the Mortis Engine. <div class="mw-collapsible-content"> ====Deathmages==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-necromancer-en.pdf Necromancer]:''' ('''Hero'''. 130pt) They can use what is basically 40k's Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That's great because you really need these guys alive and out of harm's way. They can cast a spell a turn, in addition to the great spells the legion gives, they have a very powerful unique spell that lets a friendly SUMMONABLE unit pile in and fight twice, which gets A LOT more mileage out of your Zombies. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-mortis-engine-en.pdf Mortis Engine]:''' (''Behemoth'' 180pts), Strictly speaking, they are not a ''Leader'' for whatever reason (interring your own necromancers and using them as weapons might have something to do with that). The Mortis Engine is a support behemoth that provides several useful abilities and attacks. First, it has 12 wounds, and a 4+ save and a movement of 14", giving it some pretty impressive stats. It has several different attack profiles, in combat, it has 2 spirit hosts worth of damage, and the Corpsemaster's Staff, which is your standard wizard attack that deals d3 damage and will never hit. It also boasts an aura of banshee screams, rolling 2d6 against any enemy unit within its range and dealing d3 mortal wounds if you beat their bravery. It has utility in its Bound Necromancer, giving +1 to death wizard casting within 12", and -1 to all other castings. Its real sauce is that once per game in the hero phase you may open the Reliquary, allowing you to roll 4d6 and everything within that range will either take d3 mortal wounds or heal them if they are death units. This ability can be obscenely powerful. Coupled with its Banshee screams it is not unlikely that you can throw out an absolute bucket of mortal wounds, whilst also healing your own troops. This makes the Mortis Engine hilarious when put near spellcasters like Nagash and Arkhan, making their casting guaranteed, or just buffing your regular Necro's and Vampires, as well as once per game healing them all and blasting anyone that gets too close. It can also be used as a hilarious tarpit, where you can throw it into the heart of the enemy's army due to its high movement and fly, and your opponent will either have to divert serious attention to murder it or just run away before it nukes and heals itself. That being said this monster will not hold up in combat against powerful melee units and is best used to support your casters from behind a wall of skeletons where it can use its ranged attacks to damage enemy units and provide a powerful counter push if you need. ====Deadwalkers==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-zombies-en.pdf Zombies]:''' (''Battleline''"Summonable", 60/320pts, Min:10, Max:60) Zombies are in a rough spot. They're actually quite good, but wolves and skeletons are stiff competition. They can get 3+/3+ if they have 40 or more models. (2+/3+ if there is a corpse cart) The maximum unit size for these guys is a whopping 60 models. They have only 1 attack each and no save BUT they are summonable and if they kill a unit in the fight phase, on a roll of a 6 they become a zombie! If you have them don't be afraid to run the zombie train, but unless you really like zombies, I would advise new players to stick with skeletons for big hordes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dire-wolves-en.pdf Dire Wolves]:''' (''Battleline''"Summonable" 70pts Min:5, Max:30) These mangy pups are actually really good thanks to the new battletome. They have two wounds and are fast as fuck which is useful for grabbing objectives and they are SUMMONABLE meaning these guys can resurrect fallen models just like skeletons can. (Although, thanks to the wording on Deathly Invocation, you can only resurrect a wolf on a result of 2 or more on a d3.) And to top it all off, these guys are going to be your cheapest battleline because unlike Zombies and *somewhat* Skeletons; they are very effective taken as a minimum sized unit. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Unholy%20Lodestone.pdf Corpse Cart with Unholy Lodestone]:''' (80pts) Buffs your pups and zombies while boosting your own casting abilities and helping your units recover thanks to Deathly Invocation, what's not to like? Maybe its combat abilities, but then again you're not paying to see it win fights its for magic and raise spam. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Balefire%20Brazier.pdf Corpse Cart with Balefire Brazier]:'''(80pts) The polar opposite of the other corpse cart. Replaces buffs with hampering casting and damaging close by wizards. Skip always for Unholy Lodestone as the Brazier needs be close to the enemy which it's ill-suited for and you usually be pairing zombies with a wizard. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Deathrattle=== Your skeletons and Wight Kings. They vary between chaff and actual damage dealers. They form a very reliable backbone for the Legions of Nagash armies. <div class="mw-collapsible-content"> ====Leaders==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wightking-en.pdf Wight King w/ Baleful Tomb Blade]''' (120pts) The Wight King on foot is unfortunately pretty unremarkable (The model does look cool so props if you field him). Wight King on a steed, however, deserves a special mention and there is literally no reason why you should run him on foot as it gives you nothing compared to boosted movement and extra attacks. Being a mounted unit, he is a solid addition to a unit of black knights/hexwraiths/dire wolves giving them Deathless Minions and possibly his command ability for black knights while also keeping up with them. He is pretty decent in melee but admittedly is outclassed by a Vampire Lord on Steed which is only 20 points more for a better weapon and access to spells (his command ability carries a steep price). **Here's some food for thought. A Wight King w/ the Baleful Tomb Blade with the Lord of Nagashizzar trait also gives +1 attack to himself, while a Wight King of the Legion of Night can claim a 2+ save while in your territory to help not being shot at. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wightking-blackaxe-en.pdf Wight King W/ Black Axe]:''' (120pts) Lacks a steed option and has a worse save than its Sword counterpart. Instead, the model can slay enemies that it has allocated wounds to on a 6+, while halving the damage it takes from an attack, rounding up (the remainder are negated). Not a great choice by any stretch of imagination, the insta-kill will come up too infrequently to matter while the armour isn't going to save him from good damage dealers or even normal units. If you want damage, just pay the extra 20 points to get a Vampire Lord. ====Deathrattle Units==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-skeleton-warriors-en.pdf Skeleton Warriors]:''' (Battleline, "Summonable", 80/280pts, Min:10 Max:40) ''Battleline'' for any '''DEATH''' army "Summonable". Literally, the reason you wanted to play Death. These guys are nasty when taken in 40 men chunks. If you go for a 30 or 40 men unit, always go with spears as the sheer volume of attacks thanks to the additional range will outperform by far the +1 to hit. If you take them in their smallest size, to pay the battleline tax for instance, then go for swords (if you are going for min units, just use direwolves. Better in every respect and cheaper too.) With Necromancers casting Vanhel's Danse Macabre and the command ability from regular vampire lords or wight kings these guys will sport 4 attacks each and can fight twice, bonus memes if you have the Grand Host of Nagash allegiance you can also use the Lord of Nagashizzar to give them an extra attack totaling 5 attacks per skeleton. Use both the vampire lord's and the wight king's abilities and get 6 attacks each for 241 attacks, going to 482 attacks with Vanhel's Danse Macabre. They also have a 6+++ FnP and a 6+ save that can be increased to 5+ if the enemy has a weapon with no rend. Against rend -11 or more expect them to drop like flies only to be resurrected in the following hero phase as they are SUMMONABLE and restore d3 models per hero and gravesite. Neat! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-grave-guard-en.pdf Grave Guard]:''' (Conditional Battleline: Grand Host of Nagash, "Summonable", 140/360pts, Min:10 Max:40) sadly not ''Battleline'' for all '''DEATH''' armies. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also deal double damage on a wound roll of 6+. You can take 30 of these guys can be costly if they didn't revive, but since they have 1" swords, it's unlikely they will all be able to attack HOWEVER they'll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades. Max size is Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1" weapons. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-black-knights-en.pdf Black Knights]:''' ("Summonable", 120pts, Min:5 Max:20) '''SUMMONABLE''' Black Knights have become an absolutely fantastic unit in LoN due to receiving a +1 to hit with and an additional attack with their lances. This means that on the charge Black Knights can put out a rather frightening amount of 2 damage attacks for a very reasonable price. They are also very survivable, with 2 wounds each and a 5+ save+crypt-shield making it very difficult to wipe the unit before your regeneration kicks in. They only have 2 major weaknesses. First is their lack of rend. This can really gimp them against some targets, but the amount of attacks they put out typically means that only a couple of failed saves can really hurt. Second is that they need the charge to be capable of putting out actual damage. If they have to go into the second round of combat or they are charged themselves they will not hold up in combat at all. This is not so much of a problem as their speed and low price point means that they should both be able to get the charge and they are cheap enough to be used as a tarpit if need be. They are best used as a fast-moving screening unit alongside Hero's like Mannfred who can buff them so they hit obscenely hard on the charge but are also cheap enough that they can be used to buffer the enemy to line up a perfect turn of spellcasting and combat from Mannfred. *'''[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-the-sepulchral-guard-en.pdf Deathrattle Sepulchral Guard]:''' (80pts, Min:7 Max:7) The guys from shadespire are still a thing and coming in smaller sizes than standard Skeleton Warriors min size they instead get to reroll charge rolls for free and come with varied weapon options. Beyond that not much else to write up on them beyond having newer models to standard skeletons. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ===Behemoths=== Terrorgheists and Zombie Dragons! The two biggest units not covered by any existing army. <div class="mw-collapsible-content"> *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terrorgheist-en.pdf Terrogheist]:''' (300pts) The giant zombie bat is back and now he is more terrifying than ever. No, really this guy is straight-up nasty and he'll have your opponent screaming imba. He now sports a 4+ save which he desperately needed and carries a very deadly ranged weapon in the form of a deathly shriek. Now the Terrogheist's shooting attack is unusual as it deals mortal wounds as long as you roll over their bravery. Even Stormcasts will suffer significant losses due to the death shriek. His Gaping Maw is the butter to his biscuit when you attack with this weapon and roll a 6 TO HIT, you do not need to make a wound roll or save, automatically deal 6 MW. And then when the Terrogheists inevitably dies it explodes and deals d3 mortal wounds to each unit (friend and foe) within 3" to say fuck you one last time as it dies. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-zombie-dragon-en.pdf Zombie Dragon]:''' (300pts) Similar to the Terrogheist except has more melee attacks and a breath attack that can auto-hit by rolling equal or less than the target's model count before rolling for a hit. For more details, look at the vampires that mount them. </div></div>
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