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==Allied Armies== Definitely consider taking a Vampire Lord. The ''DEATHLY INVOCATION'' ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only differences are the lack of Ethereal and more reliable self-healing. Also consider the Mortis Engine, if only because it's part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals. The foot-slogging/flying Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he's very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn. For Gravelords, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don't. Add in a Coven Throne for its CA, and suddenly, they're all re-rolling their wounds. Honorable mentions should also go out to Morghast Harbingers and Arkhan the Black. Keep in mind that now the only way to have Arkhan or Morghasts in your army is with a Grand Alliance: Death army. If you do that, they can still help. Morghasts add in a good source of reliable Rend -2 and Damage 3 attacks that Nighthaunt lack outside of Kudross. Mobility isn't as much a problem either, since you'll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly. Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you'll get essential spells like Soulcage off. Lastly, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that's guaranteed Spirit Hosts or a crapton of 1 wound models returned. *'''Big Drogg Fort-Kicka''': A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+. {{Age_of_Sigmar_Tactics}}
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