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====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.
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