Age of Sigmar/Tactics/Death/Ossiarch Bonereapers

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Grand Alliance Death

Ossiarch Bonereapers

The Skeleton War is upon us! We ride against the fuckboys!

Lore
Tactics
General Tactics

Armies of well-armored skeleton constructs representing Nagash's ideal for all the realms. They collect bones to make more of them and as tribute. Nagash is on the rise, and he's got a bone to pick with the Realms!

Why play Ossiarch Bonereapers?

Pros

  • They're SPOOKY SCARY SKELETONS!
  • These guys have default, army-wide immunity to Battleshock, baby!
  • They're durable, even for undead. On top of tough, well-armored troops they don't rely on heroes for 6+ Deathless saves. Especially if you use the Petrifex Elite Legion.
  • Relentless Discipline Points can be instead of Command Points. That means things that screw with CP won't work on them, and you have mechanics to gain RDP throughout the game. Despite this, they still benefit from Command Abilities.
  • Re-rolls out the ass, especially for the Necropolis Stalkers.
  • A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a war machine that hurls flaming skulls.
  • The models have multiple options for conversions or poses.
  • They collect protection payments of bone like a skeletal version of the Mafia.
  • Part of the reason for their existence is to troll Sigmarines.
  • Nagash, bro-tier mini-Nagash and the Morghasts are officially part of the army roster.
  • Hope you like bone puns...

Cons

  • Most of your army is slow, with a few exceptions.
  • When you bring 5 guys, almost everybody else brings 10. So if your opponent is on a objective you need to smash him in the knee caps can't smash knee caps, you need them for the tithe... just cut their legs out from under them.
  • Some of the models look a bit cheesy or weird to some, especially Katakros' model (seriously, a bone bulge?)
  • Hope you like bone puns...

Allegiance Abilities

Battle Traits

  • Ranks Unbroken by Dissent: Do not take battleshock tests for friendly OSSIARCH BONEREAPER units. Yes, you read that right, immunity to Battleshock, and you don't even need to bring Nagash for it. Your enemies only options are kill, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round.
    • EACH Ossiarch Bonereapers Hero - 1
    • EACH Wascroll Battalion - 1
    • EACH Friendly LIEGE - 1
    • KATAKROS - 3
    • Roll a die for each UNIT with the HEKATOS keyword. On a 6, you get 1.
  • Deathless Warriors:
  • Unstopable Advance (CA): In Movement Phase. Pick 1 unit within X" of a hero or hekatos. +3" movement. It can still run OR charge. You cannot pick the same unit more than once per phase.

Command Traits

Artefacts

Spell Lore

  • Arcane Command: CV5. Gain D3 Relentless Discipline Points.
  • Empower Nadirite Weapons: CV5. Pick 1 BONEREAPERS unit wholly within 24" and visible. Until the start of your next hero phase, the units Nadirites Weapons ability explodes on a 5+ instead of 6, or 4+ if its a DEATHRIDERS attacking with spears after charing.
  • Protection of Nagah: CV6. 5+ FNP. If any wounds are allocated and not negated and the caster is not slain, remove them from the battlefield after all wounds have been allocated. Then set them up anywhere else more than 9" from any enemy models, then dispel this spell.
  • Reinforce Battle-shields: CV6. Pick 1 BONEREAPERS unit armed with Shields or Nandirite Battle-shields wholly within 24" and visible. Until the start of your next hero phase, 5+ FNP.
  • Drain Vitality: CV6. Pick 1 enemy unit within 18" and visible. Until your next hero phase, reroll unmodified hit rolls and save rolls of 6 made by that unit.
  • Mortal Contract: CV7. Pick 1 enemy unit within 18" and visible. For the rest of the BATTLE, roll a die at the end of each phase during which any attacks made by this unit inflicted any damage on a friendly BONEREAPERS unit. On 3+, the enemy unit suffers D3 mortal wounds. You cannot pick the same unit to be affected by this more than once.

Endless Spells

An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the Soul-Linked ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls, and if he should die then the spell is also dispelled, so keep him alive at all costs.

  • Bone-tithe Shrieker: Gives you +1 to hit against enemy units within 12" of it. Straightforward and effective.
  • Soulstealer Carrion: Anything that this Endless Spell can draw a line of sight to is also visible to the Wizard it is currently Soul-Linked with. Fairly mediocre.
  • The Nightmare Predator: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to anyone within 3" of it that are not Ossiarch Bonereaper units), but with a twist - one enemy unit is designated as prey. If this Endless Spell ends within 3" of them, it causes D6 Mortal Wounds.

Famous Legions

  • Mortis Praetorians
    • Battle Traits:-1 bravery to nearby enemy units.
    • Command Trait:
    • Command Ability:
    • Artefact of Power:

The poster boys and the best choice if you’re bringing any of the named heroes, Katakros specifically, otherwise it's quite situational.

  • Petrifex Elite
    • Battle Traits: +1 Save.
    • Command Trait: +2 Wounds.
    • Command Ability: In the combat phase, give a unit +1 rend on one weapon, can't stack.
    • Artefact of Power: Godbone Armor: The first wound allocated to the bearer in each phase is negated.

The tanky choice, the best all-rounder and arguably the best overall.

The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character. Competes with the Petrifex Elite for the best choice.

  • Ivory Host
    • Battle Traits: If a unit has wounds or is near wounded units, get +1 to hit, but -1 save.
    • Command Trait: Every hero phase your general gains an attack on his weapon on a 5+.
    • Command Ability: Cancel the -1 save from the battle trait.
    • Artefact of Power:
  • Stalliarch Lords
    • Battle Traits: Run and charge. Pretty good for increasing your threat range on a slow army.
    • Command Trait:
    • Command Ability: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here's looking at you, Deathriders.
    • Artefact of Power:

The trolling choice, just like their lore.

  • Crematorians
    • Battle Traits: When a model dies you get a chance to cause MW to an enemy within 3" on a 5+, with monsters and characters having better chances.
    • Command Trait:
    • Command Ability:
    • Artefact of Power:

Warscrolls

The common keywords of these warscrolls are: DEATH, OSSIARCH BONEREAPERS

Leaders

Named Leaders

Generic Leaders

  • Liege-Kavalos: Your commander on a big-boned mount. 3 Weapons, 3 attacks 1"/3/3/-1/2. 1 attack 1"/3/4/-/1. 6 attacks 1"/3/3/-1/1. When he charges, he had a good chance to deal a lot of mortal wounds then you can pile-in an additional 3". His Command Ability gives a unit wholly within 12" +1 to their attacks, doesn't stacks.
  • Mortisan Soulreaper: Your CC battlemage. Scythe 2"/3/3+/3+/-1/D2 that does 2 mortal wounds instead on unmodified 6's to hit and it gets rerolls to hit on enemy units with 5+ models. Its unique spell has 2 firing modes: hit one unit at range or hit all in CC with it. Then deal mortal wounds.
  • Mortisan Boneshaper: Your main healer. Automatically restores 3 wounds or 3 wounds worth of models to a friendly Ossiarch Bonereaper unit within 6" at the start of your hero phase. He is also a wizard. His unique spell is easy to get off at CV5 and lets you roll a d6 for every model in an enemy unit within 18". Every 6 is a mortal wound. Pretty good at crowd control. Keep him out of combat, though. On top of a lackluster melee profile, you really don't want to put him at risk.
  • Mortisan Soulmason: The grand vizier will see you now. He's got an alright melee profile, but that's not why you take him. He's a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1's to hit. Pretty good so far, but it gets better. At the end of your hero phase, roll a d6. On a 1, nothing happens. On a 2-5, he can attempt to cast Soul-Guide even if it was already attempted that turn. On a 6, he can attempt to cast Soul-Guide D3 more times instead. Basically, he gives multiple units rerolling 1's to hit so long as they are wholly within 24" of him.

Battleline

  • Mortek Guard: Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are a sword with -1 Rend or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn't remarkable but at least keeps the sword's Rend.
    • Mortek Hekatos: Interestingly, you have two champions for this unit, one of them adding +1 to run and charge rolls. The other is the Hekatos, a mini-HQ that gives to your Relentless Discipline pool and keys to a deal of other things. He's only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.

Others

  • Necropolis Stalkers: Re-rolls. Re-rolls everywhere. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons' Rend and Damage (for reference, this makes your basic weapons turn into your special weapons but with more attacks, while your special weapons turn Stormcasts and Ogors into tissues). They also have a command ability that lets them re-roll run and charge distances while also ignoring terrain as if they could fly.
  • Immortis Guard:
  • Morghasts Archai & Harbingers: Nagash's angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3d), and tough to boot, with 6 wounds 4+ armor and being Hecatos for the death save. They also have a bravery debuff as a bonus.

Behemoths

  • Gothizzar Harvester: Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 ranged attacks from his death's head that do 1 damage each, 4 melee attacks with his tail and hooves that do 2 damage each, and up to 6 attacks with his other weapon with a choice of bludgeons or sickles. These choice weapons have the exact same melee stats (3+, 3+, -2, 2), but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 and stop the attack sequence, basically giving the guy frightful touch from Nighthaunt. The sickles get +1 to hit against units with 5+ models. Other than that, this guy is a healer. Each time any models (friend or foe) die within 3" of him, he can heal an Ossiarch Bonereaper unit within 6" on a 4+. The heals he gives depends on the wounds characteristic of the model slain. If the model had 4 or less wounds, you heal 1 wound. If the model had 5-9 wounds, you heal d3 wounds. if the model had 10+ wounds, you heal d6 wounds. The heals can also resurrect models up to the wounds value stated. It's worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer.
    • For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?

Scenery

  • Bone-tithe Nexus:
    • A new model.

Battalions

Cohort 100

  • The Super Battalion.

Aegis Immortal 80

  • 1 Archai, 2 Immortis. The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.

Katakrosian Deathglaive 80

  • 2 Stalkers, 1 Morghast Harbinger. After units are set up but before first battleround, if all unnits from the btn are WHOLLY WITHIN 12" of the Harbingers, you can move any of them up to 6"

Kavalos Lance 120

  • Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders. Units from this battlion can retreat and charge if wholly within 12" of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.

Mortek Ballistari 100

  • 1 Boneshaper, 1 Mortek Guard, 2 Crawlers. Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3" of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3" of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.

Mortek Shield-corps 120

  • Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard. Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.

Morisan Trident 110

  • 1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester. EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18" of the harvester AND the harvester is within 3" of any enemy units.

Army Building

Allied Armies

No Allies

Mercenary Companies

  • Blacksmoke Battery:
  • Greyfyrd:
  • Grugg Brothers:
  • Gutstuffers:
  • Nimyard’s Rough-Riders:
  • Order of the Blood-Drenched Rose:
  • Rampagers:
  • Skroug’s Menagerie:
  • Sons of the Lichemaster:
  • Tenebrous Court:


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
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