Age of Sigmar/Tactics/Old/Death/Deathlords: Difference between revisions

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*'''Neferata, Mortarch of Blood:''' This count also as '''Behemoth'''. Mid ranged at 440pt. Not as powerful as Mannfred and not as casty as Arkhan but tricksier than both put together. Her Command Ability creates a huge bubble of -1 To Hit for enemy units, her personal attacks (so not the Abyssal) create new Vampire Lords if she kills Heroes with them and her dagger has a chance to auto-kill any model she wounded with it. Set her up at the head of your army for her Command Ability to affect as many enemies as possible.
*'''Neferata, Mortarch of Blood:''' This count also as '''Behemoth'''. Mid ranged at 440pt. Not as powerful as Mannfred and not as casty as Arkhan but tricksier than both put together. Her Command Ability creates a huge bubble of -1 To Hit for enemy units, her personal attacks (so not the Abyssal) create new Vampire Lords if she kills Heroes with them and her dagger has a chance to auto-kill any model she wounded with it. Set her up at the head of your army for her Command Ability to affect as many enemies as possible.


*'''Arkhan the Black, Mortarch of Sacrament:''' This count also as '''Behemoth'''. The cheapest of the Mortarchs at 340pt. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves full health, then every 2 wounds he suffers the boosts decrease). He also regenerates 2 wounds at the end of the combat phase if he killed at least an enemy model and gets an additional +1 for casting summon spells. His Spectral Claws attacks deal mortal wounds if they roll a 6 to hit. He also gets a very ludicrous spell: you target a unit within 18" and roll 10d6. The unit suffers a number of mortal wounds equal to how many times you rolled a 6, then you roll a number of dice equal to the wounds you just inflicted, and this time they wound on a 5+, then again but on a 4+, and so on until you either fail every dice roll or you completely destroyed the unit. He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells.
*'''Arkhan the Black, Mortarch of Sacrament:''' This count also as '''Behemoth'''. The cheapest of the Mortarchs at 340pt. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves full health, then every 2 wounds he suffers the boosts decrease). He also regenerates 2 wounds at the end of the combat phase if he killed at least an enemy model and gets an additional +1 for casting summon spells. His Spectral Claws attacks deal mortal wounds if they roll a 6 to hit. He also gets a very ludicrous spell: you target a unit within 18" and roll 10d6. The unit suffers a number of mortal wounds equal to how many times you rolled a 6, then you roll a number of dice equal to the wounds you just inflicted, and this time they wound on a 5+, then again but on a 4+, and so on until you either fail every dice roll or you completely destroyed the unit, This spell can go either way but can effectivly wipe ANYTHING off the board once you have made it though the first few rolls.If it works.in an effort to avoid being 'That Guy' you could always adhere to the rule of 1 for rolls even when playing a vanilla game. . . . He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells.


===Troops===
===Troops===

Revision as of 09:00, 26 September 2016

Warscrolls

The common keywords of these warscrolls are: DEATH and DEATHLORDS. As mentioned before, very nerfed. If you go head to head with any of the updated/added armies you will be swept aside uselessly. Pray to Nagash that GW starts loving you and updates your army..

Leaders

  • Nagash, Supreme Lord of the Undead: This count also as Behemoth. Absolute and undeniable overkill in all but the biggest games (only ones in which he can be deployed since it costs 900pt.). You want specifics? Alright. He's got 16 Wounds at a 3+ save with an additional 4+ save against Mortal Wounds. He can also cast up to 8 spells, so upping that to 2+ with Mystic Shield is really simple (Putting him in terrain and casting mystic shield will give you a 2+ save with a +1 to save rolls. Effectively a 1+ save for extra lulz). He also has a huge modifier to his casting rolls in case anyone wanted to unbind his spells or when you're attempting the tough stuff and when he summons stuff, he summons twice as much (eg. 2 Zombie Dragons, 2 Banshees, 40 Zombies instead of 20). He's got a strong shooting attack and two unique spells, one that inflicts damage off of Bravery and regenerates him by what the enemy lost and one that has a 50% chance (more if you're good at stage magic) of killing anything in one strike. He also has a powerful melee profile and a great Command Ability. Simply put, you play him, you win. This jerk is why most people house-rule summoning spells.
  • Manfred, Mortarch of Night: This count also as Behemoth. This beauty sits on top of the Mortarchs point pyramid at 460pt. The close combat monster of the three, because Mannfred's already powerful melee profiles get added to the powerful profiles of the Dread Abyssal. Like all Mortarchs he heals 2 Wounds whenever he kills a model in combat, can cast twice though with no modifiers and gets a bonus to Hit and Wound with his sword if he successfully casts a spell. The Armour of Templehof also means a lot more on such a huge target like this. Also, the Vigour of Undeath ability that non-Mortarch Mannfred has gets buffed a lot by affecting ALL Death units in range instead of just one, though that range varies with his Wound count.
  • Neferata, Mortarch of Blood: This count also as Behemoth. Mid ranged at 440pt. Not as powerful as Mannfred and not as casty as Arkhan but tricksier than both put together. Her Command Ability creates a huge bubble of -1 To Hit for enemy units, her personal attacks (so not the Abyssal) create new Vampire Lords if she kills Heroes with them and her dagger has a chance to auto-kill any model she wounded with it. Set her up at the head of your army for her Command Ability to affect as many enemies as possible.
  • Arkhan the Black, Mortarch of Sacrament: This count also as Behemoth. The cheapest of the Mortarchs at 340pt. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he haves full health, then every 2 wounds he suffers the boosts decrease). He also regenerates 2 wounds at the end of the combat phase if he killed at least an enemy model and gets an additional +1 for casting summon spells. His Spectral Claws attacks deal mortal wounds if they roll a 6 to hit. He also gets a very ludicrous spell: you target a unit within 18" and roll 10d6. The unit suffers a number of mortal wounds equal to how many times you rolled a 6, then you roll a number of dice equal to the wounds you just inflicted, and this time they wound on a 5+, then again but on a 4+, and so on until you either fail every dice roll or you completely destroyed the unit, This spell can go either way but can effectivly wipe ANYTHING off the board once you have made it though the first few rolls.If it works.in an effort to avoid being 'That Guy' you could always adhere to the rule of 1 for rolls even when playing a vanilla game. . . . He also gets the spells from every Death wizard within 18", and his hero ability gives them +6" to the range of their spells.

Troops

All troops here cost 240pt. and are considered Battleline if the army has DEATHLORDS allegiance.

  • Morghast Harbingers: These things have the works. High movement, lots of wounds and five attacks with two damage each. They also grant nearby Death Wizards +1 to summoning spells and have the same 3D6" charge range ability the Stormcast Prosecutors have. This ability, by the way, makes it way easier for the Harbingers to charge straight after being summoned, as those 10" are way more reachable with 3D6. The only reason not to use them is because the Archai also exist.
  • Morghast Archai: Basically a Harbinger, but exchanging 5 attacks at -1 Rend and 2 damage for 3 attacks at -2 Rend and 3 damage and, more importantly, instead of 3D6" charge, they have a 5+ bonus save against mortal wounds, giving them a lot more staying power as everyone and their mom will be gunning for your Morghasts.

Battalions

Neferata's Blood-Court

Found in The Balance of Power. - min. 1620pt., max. 2580pt. (still to add the vampire and the throne)

Neferata, Mortarch of Blood, a Vampire Lord on Zombie Dragon, a Coven Throne and 2 units of Morghast Archai Here goes the description

Army Building

A little disclaimer: you will mostly use this models as allies. If you still want to play with one of the most elite army in the game solo style, read on. Also If you want to have the DEATHLORDS allegiance, just forget about the spare points ore use them for summoning.

1000 pt.

At 1000 pt. forget about Nagash. Then, since you have a Battleline core tax of 480pt. forget also about using two Mortarchs. From this point on is pretty straightforward:

  • Manfred and 4 Morghasts (any kind) with 60 points left.
  • Neferata and 4 Morghasts (any kind) with 80 points left.
  • Arkhan and 4 Morghasts (any kind) with 180 points left.

Pricewise you can have a good starting army at 156€ and 5 models. Buying the Start Collecting! Skeleton Horde box, with 3€ more you can also have 10 Skeleton Warriors and 5 Black Knights for summoning (80pt.+120pt.). Neat!

2000 pt.

2000 pt. is the right spot for this army. The core tax raises to 720pt. for 6 Morghasts (any kind); from there you have a big choice to make: Nagash or not Nagash?

  • if you're taking it you have 380pt. left, so add Arkhan or 2 more Morghasts (any kind) and use the spare points (40 or 140) for summoning.
  • alternatively you can add any mix of Mortarchs (even all 3 of them) and Morghasts you prefer (up to a maximum of 6 with the mandatory Mortarch).

Here the price tag with Nagash is between 273€ and 291€. Without him is between 336€ and 347€. For the sake of completeness if you're playing at 2000pt. you can buy all the models you can possibly use at 562€ (3580pt.) with 30 Skeleton Warriors and 15 Black Knights left (600pt.).

2500 pt.

Here the core tax is 960 pt. for 8 Morghast (any kind). Nagash or all the 3 Mortarchs are almost mandatory.

  • Core+Nagash is 1860pt. and you can still add 4 Morghasts (160pt. left) or a Mortarch of choice (actually if you choose Arkhan you can add also 2 Morghast)
  • Core+3 Mortarchs is 2200pt. add another couple of Morghast and smile.

Allied Armies

External links

Rules are here