Age of Sigmar/Tactics/Death/Soulblight Gravelords

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Grand Alliance Death

Soulblight Gravelords

I HAVE COME TO SUCK YOUR BANK ACCOUNT!!!!

Lore
Tactics
General Tactics

UNDER CONSTRUCTION

Revamped Vampires.

That being said:

PLASTIC BLOOD KNIGHTS

Overview

Why Play Soulblight

Pros

Cons

Allegiance Abilities

Battle Traits

  • Deathless Minions: The Gravelord version of the classic 6+ death save after save affects all units wholly within 12" of both their heroes and gravesites. If a gravesite is near enough an objective, you can skip a babysitter hero for your backline campers with a little less worry.
  • Endless Legions: This lets you respawn your destroyed zombie or skeleton units with the Summonable keyword wholly within 12" of one of your gravesites at the end of your battleshock on a 5+ die roll, with a +1 for each enemy unit you destroyed earlier that turn. They only come back at half strength and must be placed at least 9" from enemies as well, but you're not spending a command point like Legions of Nagash used too.
  • Locus of Shyish: Death armies lean heavily into magic, and Gravelords get to resolve their lore spells (NOT their warscroll spells, arcane bolt or mystic shield) twice if they get an unmodified 9+ on their cast roll, provided it's not unbound.

Bloodlines

There's five subfactions for soulblight each with a full complement of relics and command traits, and all of them have access to special character at least one special character.

Legion of Blood

Legion of Night

Traits
  • The Bait: +1 to save rolls on the first turn for Deathrattle and Deadwalker units.
  • Ageless Cunning: You can set up one unit in reserve for every unit you have placed on the board and bring them in with ambush 6 from a board edge outside of 9 from enemy units at the end of your movement fase. Start of battleround 4 units still in reserve are destroyed.

Command traits:

1 Above Suspicion: Deep strike the general from outflank onto the board anywhere on the battlefield at the end of your movement fase. (Outside of 9 from enemy units like normal)

2 Swift form, +2 Move

3 Unbeanding will, no battleshock wholly within 12 of the general.

4 Merciless hunter, +1 to wound rolls for general in melee.

5 Unholy Impetus, If the general slays an enemy model in close combat, one friendly unit wholly within 12" gets +1 attack on all their melee weapons until the end of the phase. Changed to wholly within 12 instead of 3, probably your best choice.

6 Terrifying Visage, Subtract 1 from wound rolls against the general in melee.

Kastelai

Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline.

Traits
  • The Shifting Keep: Kastelai Blood Knights up to half your unit count can be placed in reserve instead of on the battlefield, and be setup within 6" of any table edge and more than 9" from enemies at the end of your movement phase. The pretty standard rider of them being destroyed if not place by round four also applies.
  • Might of the Crimson Keep: Vampire keyword units gain a characteristic bonus when they destroy units; +1 damage to non-mount melee weapons if it was a Hero/Monster, +1 to it's wounds if it had 3+ wounds, or +2" to run and charge for everything else.
Command Traits
Artifacts

Avengorii

Vyrkos

Spell Lores

Lore of Vampires

Lore of Deathmages

Warscrolls

Heroes

Named Characters

Battleline

Behemoth

Other

  • Grave Guard:
  • Black Knights(Battleline in Legion of Blood):
  • Corpse Cart with Unholy Loadstone:
  • Corpse Cart with Balefire Braizer:
  • Fell Bats:
  • Vargheists (Battleline in Legion of Night)
  • Blood Knights (Battleline in Kastelai Dynasty): The moment we've all been waiting for; Blood Knights, bane of The world-that-was, are reborn in fabulous plastic! Some of the most iconic heavy calvary since Bretonnia got squatted, these guys are both tough and hard hitting, with a 3+ save, 3 wounds and vampire kill/regen, accompanied by quality 3/3+/3+/-1/1 attacks that gets +1 damage on the charge, (along with their mounts trampling, but those rarely amount to much in the long run). They can also go over units in their movement phase, if they start within 3" of one and only over those with 3 or less wounds and without mounts (so for example, Troggoths are game but Kavalos Deathriders aren't) and deal d3 mortal wounds on a 2+ if they do. They are expensive, but worth investing in if you need a good hammer. Special mention should go to Kastelai Blood Knights, who can outflank if set up in reserves.

Battalions

Allies

  • Drogg Fort-Kicka: The Mega-Gargant allocated as an ally for DEATH armies, he's a big smashy monster with the extra ability to deal out some easy mortal wounds to a bigger unit, and most importantly, the ability to destroy terrain. This includes faction terrain, so send him after that lumineth waterfall and the wizard sitting on it, the priest standing on an altar of blood, or knock a ghoul king off his throne.

Tactics

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
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