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===Battleline=== '''Skeleton Chariots (140pts for three, max 12):''' Moves 10", five wounds and a 5+ armour save. Has six melee attacks per chariot (two from the skelly crew and four horse kicks). However, on the charge the number of attacks is doubled, so a unit of three chariots is rolling 36 attacks on the charge (37 thanks to the champion). Each chariot also gets to fire two bow shots at 18" range, but only hitting on 5+ so don't expect too much from that. They get great use out of their Icon Bearer to bring back a slain chariot in each of your hero phases; that's five wounds back per battle round. All in all a solid Battleline unit. '''Skeletal Legionnaires (80pts for ten, max 40):''' The warscroll is very similar to the Skeleton Warriors from Legions of Nagash with a few slight differences. Like the Skeleton Warriors, they get one attack base, two if there are 20+ in the unit, or three if there are 30+. The unit either has spears that hit on 5+ with a 2" range, or swords that hit on 4+ with a 1" range. Either way they're wounding on 4+. Their shields work differently to the Legions of Nagash guys; here, you can choose to put your shields up in the movement phase which gives you +1 to save rolls until your next movement phase, but you can't run or charge in your turn if you do so. They get +1 to hit in melee if there is a friendly '''EMBALMED''' hero (that's the various kings, queen or prince) within 18". And obviously having different keywords, the synergies are different - by combining a Tomb King's My Will Be Done command ability with Righteous Smiting from a Liche Priest, you can generate an additional attack with each 4+ to hit. A nice simple and effective combo. And while the unit only moves 4", you can speed them up with a Necrotect and/or the Tomb King on Exalted Chariot's prayer. On the whole, not quite as good as Legions of Nagash skeleton warriors because their resurrection is much better thanks to gravesites and deathly invocation, but these guys can still do some good work. '''Skeleton Horsemen (100pts for five, max 30):''' A decent chaff unit with a move of 12" and the built-in ability to run and charge. They won't do much damage to the enemy but they can scoot around to snag objectives, get in the way, tag enemies in combat and so on. Not a bad unit at all, and being able to bring d3 of them back in your hero phase thanks to their Icon Bearer is a nice bonus. '''Skeleton Archers (100pts for ten, max 30):''' Battleline in a '''TOMB KINGS''' army if the general is a Tomb Queen. The bow has 20" range, and the archers get two shots each if there are least twenty in the unit and there are no enemies within 3". No rend and normally hitting on 5+, but you can use a Tomb Queen's command ability to boost the hit rolls, and a Liche Priest's Righteous Smiting is good for these guys too. They only move 4" but remember that they can run and shoot thanks to their musician.
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