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

From 2d4chan
Jump to navigation Jump to search
Line 18: Line 18:


===Command traits===
===Command traits===
1) +1 to the Deathless Minions roll within 10" of your General or another DEATH hero.
1) +1 to the Deathless Minions roll within 10" of your General <s>or another DEATH hero</s> NOTE: GW's FAQ has stated the +1 to Deathless Minions only applies while within 10" of your General, not any hero (they still get the normal 6+ save however).


2) +1 to hit roll of your general if he's in cover, (doesn't work on Monsters, mind.)
2) +1 to hit roll of your general if he's in cover, (doesn't work on Monsters, mind.)

Revision as of 08:06, 23 April 2017

This page is for the ones who was to mix things up inside the Death Grand Alliance voting themselves to DEATH allegiance. For the different subsection and allegiance tactics go here:

Allegiance bonuses

If you have DEATH allegiance you have some additional bonus:

Battle trait

Deathless Minions: an extra save at 6+ for every wound or mortal wound inflicted on DEATH units within 10" of your general or one of your HEROES.

Command traits

1) +1 to the Deathless Minions roll within 10" of your General or another DEATH hero NOTE: GW's FAQ has stated the +1 to Deathless Minions only applies while within 10" of your General, not any hero (they still get the normal 6+ save however).

2) +1 to hit roll of your general if he's in cover, (doesn't work on Monsters, mind.)

3) Pick an unit within 3" of your general. If 2D6 is minor or equal to their Bravery, they suffer D3 mortal wounds.

4) Turn your general in a wizard or add +1 to casting and unbinding roll if he's already a wizard.

5) After your General attacks, roll a D6. If the result is less than the Wounds he caused this turn, he immediately attacks again.

6) Double fleeing enemy models for units within 10" of your general.

Artefacts of death

1) -1 from hit roles within 3" of Hero, doesn't effect Death.

2) One use only. Remove model and set up <12" away, but no within 3" of an enemy.

3) One use only. Hero can case to summon Death spell in addition to normal spells. Activates automatically and cannot be dispelled.

4) One use only. Enemy unit with 12" suffers wounds equal to current battle round. Cannot target Death units.

5) Effects 1 weapon belonging to Hero. Regenerates 1 wound for each model slain with this weapon on Hero or unit within 6".

6) One use only. Revives killed Hero, who can be placed anywhere on board not closer then 12" to an enemy. Restored with D3 wounds. Recently FAQ:ed to cost Reinforcement Points, so scratch this for Matched Play...

Warscrolls

The common keywords of these warscrolls is DEATH.

Leaders

Troops

Battleline

Without more allegiance you have to use just the basic.

  • Zombies: Min. size: 10, 60pt. Zombies are awful. Really fucking awful. But they also have the most potential in the entire game. They start out with a single attack at 6+/6+/-/1 but get better the more you have. If you add a bunch of buffs, you can turn that to a 2+/3+/-/1 easily. So yeah, the Zombie Rape Train relies more on support than anything else, but gets you quite a lot of mileage. Zombies can also infect the guys they kill and two Zombie units can actually combine in order to get to greater numbers, which grants them better To Hit and To Wound rolls. Standard bearers make D6 models return every hero phase and musicians make sure that you can always charge under 6".
  • Skeleton Warriors: Min. size: 10, 80pt. If an Hero is within 18", they get +1 to their hit rolls. If the unit includes at least 20 models, each one gets an extra attack, which becomes 2 extra attacks if they're at least 30. Crypt Shields give them +1 Save against attacks that have no Rend value. They're slow as molasses, but actually pack a punch in combat. And their ability to return D6 slain models to the unit in your Hero Phase is amazeballs. A good sized unit (I wouldn't run units smaller than 20) can swing from nearly dead to full strength repeatedly throughout the course of a game. Especially nasty if you can bring yourself to run a stock Necromancer for Vanhel's Dance Macabre.
  • Crypt Ghouls: Min. size: 10, 100pt. Not too shabby, all things considered. They get two attacks each with a third if the unit's big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of cover and Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.

Others

Battalions

Army Building

1000pt.

2000pt.

Leaders
Abhorrant Ghoul King on Terrorgheist (400)
- General
- Trait: Ruler of the Night
Abhorrant Ghoul King on Zombie Dragon (400)
Crypt Ghast Courtier (80)
Crypt Ghast Courtier (80)
Necromancer (120)

Units
Crypt Ghouls x 30 (300)
Crypt Ghouls x 30 (300)
Crypt Ghouls x 20 (200)

Batallions
Ghoul Patrol (100)

Total: 1980/2000

2500pt.

External links