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		<id>http://2d4chan.org/mediawiki/index.php?title=Spanish_Inquisition&amp;diff=442210</id>
		<title>Spanish Inquisition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spanish_Inquisition&amp;diff=442210"/>
		<updated>2020-06-27T19:59:25Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike their [[Inquisition|Imperial]] counterparts, the &#039;&#039;&#039;Spanish Inquisition&#039;&#039;&#039; did not shove Inquisitorial retinues up people&#039;s asses for [[heresy|the slightest of offences]]. The Imperial Inquisition was, however, partially inspired by the Spanish Inquisition, or at least, the romanticized version of it and the one from the Black Legend, with the [[grimdark]] turned up more than a few notches of course.&lt;br /&gt;
&lt;br /&gt;
== Origins == &lt;br /&gt;
&lt;br /&gt;
The real-life Spanish Inquisition were a combined political/religious party formed in 1480 by the Spanish Monarchs Ferdinand II of Aragon and Isabella I of Castille. It was intended to maintain Catholic orthodoxy in their kingdoms and to replace the Medieval Inquisition, which was under Papal control. While the groundwork was laid in 1478, the Spanish Inquisition was officially formed in the year 1480. For context, the reason why the Spanish monarchy wanted their own Inquisition was because Spain was in the final stages of the Reconquista, conquering Moorish Grenada ten years later. Spain, being only very recently unified, wanted to maintain its existance through a strong central government supported by an orthodox system of laws &amp;amp; religion. All remaining Muslims were required to convert, but the monarchy wanted to make extra sure that they were being for realsies and wouldn&#039;t try to rebel or conspire with the Ottomans. They also threw in the Jews, because of the Jews traitorous actions during much of the reconquista, allying with the Moors and often fighting alongside them such as in the [https://commons.wikimedia.org/wiki/File:Higueruela.jpg Battle of La Higueruela (notice the banners)] for one instance. The scope often changed with Spain&#039;s political agenda, Lutherans (who were making controlling the Netherlands more difficult) and unruly nobles often fell under investigation.&lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that Inquisitions controlled by the Church (i.e. &amp;quot;actual&amp;quot; Inquisitions) were very different.  For starters, they didn&#039;t kill people.  The problem was that secular governments had their own laws about heresy...and were very torture and execution happy.  This somewhat contributed to the end of the Inquisitions as Inquisitors weren&#039;t exactly enthusiastic about their jobs when they knew anyone found guilty faced horrific treatment but not finding them guilty so they could be forgiven by a priest would risk those people&#039;s souls. A real rock-and-a-hard-place situation.  Catholic Inquisitors rarely decided there was enough evidence to go investigate an accusation and dismissed the claim as false.  On the occasions they did investigate, they rarely found enough evidence for a trial.  When the investigation did progress to a trial, the Inquisitors rarely found someone guilty.  When someone was found guilty, they were given God&#039;s forgiveness and released.  Torture was limited to about three minutes or so per day and no permanent damage of any kind was permitted.  Often, Inquisitors refused to use torture or outright decried torture as sinful.  The Catholic Inquisitors set standards of practice which grew into the modern day ideas of the humane treatment of prisoners and modern police investigative practices.&lt;br /&gt;
&lt;br /&gt;
The politically-controlled Inquisitions were basically &amp;quot;you&#039;re guilty and I&#039;m going to hurt you until you admit it&amp;quot; if you were a political enemy of the State, but were generally actually pretty good at their jobs when you were a random Joe.&lt;br /&gt;
&lt;br /&gt;
But, of course, differentiating between religious Inquisition and political Inquisition wouldn&#039;t sell movies, so Hollywood and various other writers screwed that pooch in the ass with no lube in the name of profiteering on infamous suffering and/or [[Imperial Truth|personal anti-Christian or anti-religious sentiment]].  That, and attacking a religion that will infinitely forgive you no matter what you say about them is far less risky than pointing fingers at powerful first-world governments and calling them out on their atrocities.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
The Spanish Inquisition was created during a time of high political development in Spain. At the end of the 15th Century, the Catholic Monarchs, Elizabeth I of Castilla and Ferdinand II of Aragon, were trying to unify all peninsular kingdoms into a single state that they might recover the legacy of the Visigothic Kingdom of old. However, it was still the Middle Ages, and this meant that pretty much all territories had their own set of laws, organizations and, of course, nobles that pretty much controlled most of the land. Medieval kings were not absolute rulers, after all; they were bound by quite a lot of law with regards to their range of action, much more than many would assume. If Elizabeth and Ferdinand were to create an unified kingdom controlled by them and them alone, this massive division had to be overcome. And for that, this new Kingdom would need an organization that had authority everywhere.&lt;br /&gt;
&lt;br /&gt;
It is always important to remember that the Spanish Inquisition was a political tool first and foremost (like the Gestapo). Alongside the Spanish Royal Guard (one of the first attempts to create a modern and stable army in Europe after the fall of Rome), the Spanish Inquisition was one of the organizations that were needed for the creation of a unified State in the whole Iberian Peninsula. The Inquisition targeted people and ideas that might have broken with the growing structure of Spain, and it just so happened that a religious organization was the perfect body to do so. Spain was an incredibly religious country at the time; centuries of Reconquista had seared in the medieval Spaniard&#039;s mind the idea of Christianity&#039;s right for the land over the infidel. The Spanish Inquisition worked for the Spanish monarchy, targeting cases of [[heresy]], [[/d/|moral misconduct]], treason, political dissidence... and all other similar crimes, while most of the time hiding them under a blanket of religious condemnation. Nobles not that loyal to the new monarchs? Accuse them of some religious misconduct, and you&#039;d have the Inquisition keeping them under serious scrutiny. Printing books that have been deemed &amp;quot;problematic&amp;quot; by the Inquisition? You better watch out. Practice Muslim beliefs and sympathies (under a Christian façade) that might evolve into harbouring Tunisian pirates or the dreaded Ottoman Turks, or even forming a 5th column if war ever broke out? You got a visit from the Inquisition. Trying to bring Protestantism to Spain and risk having the shitshow of the 16th and 17th century religious conflicts? I hope you like barbecue... Witchcraft was usually laughed at as baseless superstition: The Inquisition hired some of the smartest and most prepared individuals at the time, so they were pretty enlightened about ignoring the magical and focus on the political side of things.  Hollywood, popular media, and general knowledge (i.e. &amp;quot;common idiocy&amp;quot;) led modern peoples to widely believe that the Witch Hunts were Catholic.  They were actually Protestant; Catholicism has always held that witches do not exist (demons don&#039;t give a fuck about any deals).  &#039;&#039;Witchcraft&#039;&#039; does but not witches (summon demon, get soul stolen instead of making a deal, no deal = no witch).&lt;br /&gt;
&lt;br /&gt;
Remember than an accusation and investigation of the Inquisition could ruin someone&#039;s life, and that was intentional. Not only could the nobility lose everything they have (riches, titles and land that would go right into the crown&#039;s hands), but also end up ostracized from the community if they were ever condemned and punished.  Fortunately, most of the guilty verdicts did not end with an execution, but rather a fine and/or incarceration.  Yet the Inquisition were the ones who decided if the person was guilty or not and the local authorities were the ones who had to carry out the punishment for the crime themselves.  And if that could happen to nobility, [[Grimdark|imagine what they could do to regular peasants...]]  Also, because they were a religious corps in charge of (theoretically) rooting out heresy, they couldn&#039;t act against those who weren&#039;t Christian. They had no authority over Muslims and Jews because they were not heretics, &amp;quot;merely&amp;quot; unbelievers.  The solution to that came in the form of the massive forced conversions to Catholicism during the later part of the 15th Century.  Now everyone was under scrutiny.&lt;br /&gt;
&lt;br /&gt;
== Reputation == &lt;br /&gt;
&lt;br /&gt;
The Spanish Inquisition is often stated in popular media and medieval history as an example of Catholic intolerance and repression.  Notably the first major authors of this idea were Protestants who disapproved of the Catholic Church and Heads of State at odds with Spain.  Modern historians now question or disagree with earlier accounts concerning the severity of the Inquisition. Henry Kamen asserts that &amp;quot;the &#039;myth&#039; of the all-powerful, torture-mad inquisition is largely an invention of nineteenth century Protestant authors with an agenda to discredit the Papacy&amp;quot;.  After The Enlightenment and from the 20th century onward, various groups of people - especially those [[Edgy|prejudiced against Christianity]] or [[Imperial Truth|religion in general]] - took the narrative of a violent, oppressive Spanish Inquisition and have been running marathons with it until at least the late 2010&#039;s (even in comedic works; for example, the memetic &amp;quot;No one expects the Spanish Inquisition!&amp;quot; originated from the British series &amp;quot;Monty&#039;s Python&#039;s Flying Circus&amp;quot; and at least one of the series&#039; creators, John Cleese, has a low opinion of religion).&lt;br /&gt;
&lt;br /&gt;
They are often associated with (or reviled for) using torture in popular perception and media. Torture was standard operating procedure for courts, secular or not, inside or outside the Spanish Inquisition, at the time. Methods of torture included:&lt;br /&gt;
&lt;br /&gt;
*Strappado: binding the victims hands behind their back and suspending them by their wrists. Sometimes a series of drops would be added, jerking the victim up and down and forcing their arms out of their sockets. Weights could be added to the victims body to make the hanging even more excruciating.&lt;br /&gt;
*Toca, or [[waterboarding]]: securing the victim to an inclined board and binding them so that they cannot move. Then the victim is gagged and has a cloth placed over his or her face, and water poured over it. Toca gives the victim a feeling of drowning, even if no water enters the nose or mouth. CIA agents go through it as part of their training and on average last only 14 seconds before begging to be released.&lt;br /&gt;
*The Rack: often considered the most painful of tortures by contemporaries. The victim had their hands and feet bound to rollers at opposite ends of a frame. In theory, the torturer would turn the rollers and the chains attached would dislocate the joints of the victim. In theory if the torturer continued to turn the rollers the victim&#039;s arms and legs would be torn off (probably not true, tendons and ligaments are incredibly strong. Reports of people being pulled apart by horses mention that they have to be helped by cutting the joints a bit to get the process started. Who knows though, maybe ratchets are just that effective, and some people spent a long time on the rack, which might loosen them up some).&lt;br /&gt;
&lt;br /&gt;
Many other torture devices associated with the inquisition are thought to be later inventions by the Victorians, such as the infamous Iron Maiden, a spiked coffin that victims would supposedly be stuffed inside. Another one, the Brazen Bull, actually comes from Ancient Greece; basically, a victim was stuffed inside a hollow bronze bull, fitted with an internal horn. As the bull was set on fire, the victim’s tortured screaming would sound like a bull’s roar. As you can see, comparing these examples with actual torture devices, the real ones tended to be less focused on grotesque conceptual horror and more simple in design and use.&lt;br /&gt;
&lt;br /&gt;
There were, however, regulations for the Spanish Inquisition on how far the torture could go; no removing body parts and nothing that resulted in death. While it&#039;s a commonly publicized fact that the first head of the Spanish Inquisition (the infamous [[Torquemada Coteaz|Torquemada]]) made frequent use of torture, a less known fact is that that [[Noblebright|the Pope at the time went to the King and Queen of Spain to try and rein in his cruelty]] (and as an example of problem with political elements in the Inquisition [[Grimdark|the King and Queen pressured him in various ways to keep his mouth shut about it]]). Despite this, the Spanish Inquisition are known to have been fairer, and used torture less often, than the secular courts at the time. There were several cases of people on trial in secular courts for lesser crimes who would blaspheme in the courtroom, just so they could be tried by the Spanish Inquisition instead, who would give them a fair(er) trial.      &lt;br /&gt;
&lt;br /&gt;
In a particular instance of &amp;quot;shit that wouldn&#039;t sound out of place in 40k&amp;quot;, in 1256, Pope Alexander IV decreed that inquisitors could clear each other from any wrongdoing that they might have performed during torture sessions... [[Derp|except this decree was for the Medieval Inquisition, and predated the Spanish Inquisition by over 150 years]].&lt;br /&gt;
&lt;br /&gt;
=== Punishments ===&lt;br /&gt;
&lt;br /&gt;
Despite popular media and perception of them as a blood soaked organization, execution was a far less common punishment for crimes.  Most of punishments the Spanish Inquisition inflicted on people declared guilty was merely paying a fine or a short jail sentence.  It&#039;s important to note that torture was not the punishment, torture was officially a means (and on paper at least a last resort) to extract a confession.&lt;br /&gt;
&lt;br /&gt;
=== Death Toll ===&lt;br /&gt;
&lt;br /&gt;
Modern estimates based on incomplete but detailed records put the total number of people trialed from 1540 to 1700 at around 87,000, with 2,070 people being sentenced to death. With these death sentences, the numbers that ended with an execution &#039;&#039;in persona&#039;&#039; (the person is actually executed) is around 1,300. Some managed to escape the Inquisition before they were executed so instead they were executed &#039;&#039;in effigy&#039;&#039;, as in an effigy of the accused was burned in their place; &amp;quot;executions&amp;quot; in this manner (again, from 1540 to 1700) numbered at around 770. &lt;br /&gt;
&lt;br /&gt;
This gives the Spanish Inquisitions trials during this period a death rate of less than 1-in-40, and this is before factoring in whether or not the death sentences were actually warranted given the Spanish Inquision dealt with numerous crimes besides heresy, contradicting - if not debunking - the blood-soaked reputation the Spanish Inquisition is often given even to this day.&lt;br /&gt;
&lt;br /&gt;
== Later Years and Disbandment == &lt;br /&gt;
&lt;br /&gt;
The Spanish Inquisition began to lose influence in its later years, and was formally disbanded in the early-mid 19th century in the year 1834. While Napoleon&#039;s occupation of Spain had disbanded it 1808, his defeat and the return of Ferdinand the VIIth to the country meant that Napoleon&#039;s law became moot. Though, to be fair, Ferdinand didn&#039;t reinstate the Inquisition either, it was unpopular and pretty ineffective at this point, so it was supplanted by &#039;&#039;Juntas de Fe&#039;&#039;, a much smaller organization that was basically an Inquisition-lite. The Regent for the queen Elisabeth IInd of Spain, Maria Christina of the Two Sicilies, finished the organization once after all in 1834, as a political maneuovre to win the liberal&#039;s support against the carlists.  &lt;br /&gt;
&lt;br /&gt;
So the Spanish Inquisition was in power for a total of 356 years (using 1478) or 354 (using 1480) and hasn&#039;t existed since it was disbanded &#039;&#039;&#039;166 years before the 21st century&#039;&#039;&#039; (despite how much certain people complain about them).&lt;br /&gt;
&lt;br /&gt;
== Relating to /tg/ ==&lt;br /&gt;
&lt;br /&gt;
[[Monty Python|The Spanish Inquisition is not to be expected.]] (Despite the fact that in real-life they were legally obliged to give thirty days notice.)&lt;br /&gt;
&lt;br /&gt;
As noted previously, the current Inquisition of the Imperium of Man owes a lot of its concept to a popularized depiction of the Spanish Inquisition, right down to having their own Torquemada.&amp;lt;!--Expand more on the influence here--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, Victoria Lamb makes some pretty badass Spanish Inquisitorial models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Spanish_Inquisition&amp;diff=442209</id>
		<title>Spanish Inquisition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spanish_Inquisition&amp;diff=442209"/>
		<updated>2020-06-27T19:57:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike their [[Inquisition|Imperial]] counterparts, the &#039;&#039;&#039;Spanish Inquisition&#039;&#039;&#039; did not shove Inquisitorial retinues up people&#039;s asses for [[heresy|the slightest of offences]]. The Imperial Inquisition was, however, partially inspired by the Spanish Inquisition, or at least, the romanticized version of it and the one from the Black Legend, with the [[grimdark]] turned up more than a few notches of course.&lt;br /&gt;
&lt;br /&gt;
== Origins == &lt;br /&gt;
&lt;br /&gt;
The real-life Spanish Inquisition were a combined political/religious party formed in 1480 by the Spanish Monarchs Ferdinand II of Aragon and Isabella I of Castille. It was intended to maintain Catholic orthodoxy in their kingdoms and to replace the Medieval Inquisition, which was under Papal control. While the groundwork was laid in 1478, the Spanish Inquisition was officially formed in the year 1480. For context, the reason why the Spanish monarchy wanted their own Inquisition was because Spain was in the final stages of the Reconquista, conquering Moorish Grenada ten years later. Spain, being only very recently unified, wanted to maintain its existance through a strong central government supported by an orthodox system of laws &amp;amp; religion. All remaining Muslims were required to convert, but the monarchy wanted to make extra sure that they were being for realsies and wouldn&#039;t try to rebel or conspire with the Ottomans. They also threw in the Jews, because of the Jews traitorous actions during much of the reconquista, allying with the Moors and often fighting alongside them such as in the [https://commons.wikimedia.org/wiki/File:Higueruela.jpg Battle of La Higueruela (notice the banners)] for one instance. The scope often changed with Spain&#039;s political agenda, Lutherans (who were making controlling the Netherlands more difficult) and unruly nobles often fell under investigation.&lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that Inquisitions controlled by the Church (i.e. &amp;quot;actual&amp;quot; Inquisitions) were very different.  For starters, they didn&#039;t kill people.  The problem was that secular governments had their own laws about heresy...and were very torture and execution happy.  This somewhat contributed to the end of the Inquisitions as Inquisitors weren&#039;t exactly enthusiastic about their jobs when they knew anyone found guilty faced horrific treatment but not finding them guilty so they could be forgiven by a priest would risk those people&#039;s souls. A real rock-and-a-hard-place situation.  Catholic Inquisitors rarely decided there was enough evidence to go investigate an accusation and dismissed the claim as false.  On the occasions they did investigate, they rarely found enough evidence for a trial.  When the investigation did progress to a trial, the Inquisitors rarely found someone guilty.  When someone was found guilty, they were given God&#039;s forgiveness and released.  Torture was limited to about three minutes or so per day and no permanent damage of any kind was permitted.  Often, Inquisitors refused to use torture or outright decried torture as sinful.  The Catholic Inquisitors set standards of practice which grew into the modern day ideas of the humane treatment of prisoners and modern police investigative practices.&lt;br /&gt;
&lt;br /&gt;
The politically-controlled Inquisitions were basically &amp;quot;you&#039;re guilty and I&#039;m going to hurt you until you admit it&amp;quot; if you were a political enemy of the State, but were generally actually pretty good at their jobs when you were a random Joe.&lt;br /&gt;
&lt;br /&gt;
But, of course, differentiating between religious Inquisition and political Inquisition wouldn&#039;t sell movies, so Hollywood and various other writers screwed that pooch in the ass with no lube in the name of profiteering on infamous suffering and/or [[Imperial Truth|personal anti-Christian or anti-religious sentiment]].  That, and attacking a religion that will infinitely forgive you no matter what you say about them is far less risky than pointing fingers at powerful first-world governments and calling them out on their atrocities.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
The Spanish Inquisition was created during a time of high political development in Spain. At the end of the 15th Century, the Catholic Monarchs, Elizabeth I of Castilla and Ferdinand II of Aragon, were trying to unify all peninsular kingdoms into a single state that they might recover the legacy of the Visigothic Kingdom of old. However, it was still the Middle Ages, and this meant that pretty much all territories had their own set of laws, organizations and, of course, nobles that pretty much controlled most of the land. Medieval kings were not absolute rulers, after all; they were bound by quite a lot of law with regards to their range of action, much more than many would assume. If Elizabeth and Ferdinand were to create an unified kingdom controlled by them and them alone, this massive division had to be overcome. And for that, this new Kingdom would need an organization that had authority everywhere.&lt;br /&gt;
&lt;br /&gt;
It is always important to remember that the Spanish Inquisition was a political tool first and foremost (like the Gestapo). Alongside the Spanish Royal Guard (one of the first attempts to create a modern and stable army in Europe after the fall of Rome), the Spanish Inquisition was one of the organizations that were needed for the creation of a unified State in the whole Iberian Peninsula. The Inquisition targeted people and ideas that might have broken with the growing structure of Spain, and it just so happened that a religious organization was the perfect body to do so. Spain was an incredibly religious country at the time; centuries of Reconquista had seared in the medieval Spaniard&#039;s mind the idea of Christianity&#039;s right for the land over the infidel. The Spanish Inquisition worked for the Spanish monarchy, targeting cases of [[heresy]], [[/d/|moral misconduct]], treason, political dissidence... and all other similar crimes, while most of the time hiding them under a blanket of religious condemnation. Nobles not that loyal to the new monarchs? Accuse them of some religious misconduct, and you&#039;d have the Inquisition keeping them under serious scrutiny. Printing books that have been deemed &amp;quot;problematic&amp;quot; by the Inquisition? You better watch out. Practice Muslim beliefs and sympathies (under a Christian façade) that might evolve into harbouring Tunisian pirates or the dreaded Ottoman Turks, or even forming a 5th column if war ever broke out? You got a visit from the Inquisition. Trying to bring Protestantism to Spain and risk having the shitshow of the 16th and 17th century religious conflicts? I hope you like barbecue... Witchcraft was usually laughed at as baseless superstition: The Inquisition hired some of the smartest and most prepared individuals at the time, so they were pretty enlightened about ignoring the magical and focus on the political side of things.  Hollywood, popular media, and general knowledge (i.e. &amp;quot;common idiocy&amp;quot;) led modern peoples to widely believe that the Witch Hunts were Catholic.  They were actually Protestant; Catholicism has always held that witches do not exist (demons don&#039;t give a fuck about any deals).  &#039;&#039;Witchcraft&#039;&#039; does but not witches (summon demon, get soul stolen instead of making a deal, no deal = no witch).&lt;br /&gt;
&lt;br /&gt;
Remember than an accusation and investigation of the Inquisition could ruin someone&#039;s life, and that was intentional. Not only could the nobility lose everything they have (riches, titles and land that would go right into the crown&#039;s hands), but also end up ostracized from the community if they were ever condemned and punished.  Fortunately, most of the guilty verdicts did not end with an execution, but rather a fine and/or incarceration.  Yet the Inquisition were the ones who decided if the person was guilty or not and the local authorities were the ones who had to carry out the punishment for the crime themselves.  And if that could happen to nobility, [[Grimdark|imagine what they could do to regular peasants...]]  Also, because they were a religious corps in charge of (theoretically) rooting out heresy, they couldn&#039;t act against those who weren&#039;t Christian. They had no authority over Muslims and Jews because they were not heretics, &amp;quot;merely&amp;quot; unbelievers.  The solution to that came in the form of the massive forced conversions to Catholicism during the later part of the 15th Century.  Now everyone was under scrutiny.&lt;br /&gt;
&lt;br /&gt;
== Reputation == &lt;br /&gt;
&lt;br /&gt;
The Spanish Inquisition is often stated in popular media and medieval history as an example of Catholic intolerance and repression.  Notably the first major authors of this idea were Protestants who disapproved of the Catholic Church and Heads of State at odds with Spain.  Modern historians now question or disagree with earlier accounts concerning the severity of the Inquisition. Henry Kamen asserts that &amp;quot;the &#039;myth&#039; of the all-powerful, torture-mad inquisition is largely an invention of nineteenth century Protestant authors with an agenda to discredit the Papacy&amp;quot;.  After The Enlightenment and from the 20th century onward, various groups of people - especially those [[Edgy|prejudiced against Christianity]] or [[Imperial Truth|religion in general]] - took the narrative of a violent, oppressive Spanish Inquisition and have been running marathons with it ever since (even in comedic works; for example, the memetic &amp;quot;No one expects the Spanish Inquisition!&amp;quot; originated from the British series &amp;quot;Monty&#039;s Python&#039;s Flying Circus&amp;quot; and at least one of the series&#039; creators, John Cleese, has a low opinion of religion).&lt;br /&gt;
&lt;br /&gt;
They are often associated with (or reviled for) using torture in popular perception and media. Torture was standard operating procedure for courts, secular or not, inside or outside the Spanish Inquisition, at the time. Methods of torture included:&lt;br /&gt;
&lt;br /&gt;
*Strappado: binding the victims hands behind their back and suspending them by their wrists. Sometimes a series of drops would be added, jerking the victim up and down and forcing their arms out of their sockets. Weights could be added to the victims body to make the hanging even more excruciating.&lt;br /&gt;
*Toca, or [[waterboarding]]: securing the victim to an inclined board and binding them so that they cannot move. Then the victim is gagged and has a cloth placed over his or her face, and water poured over it. Toca gives the victim a feeling of drowning, even if no water enters the nose or mouth. CIA agents go through it as part of their training and on average last only 14 seconds before begging to be released.&lt;br /&gt;
*The Rack: often considered the most painful of tortures by contemporaries. The victim had their hands and feet bound to rollers at opposite ends of a frame. In theory, the torturer would turn the rollers and the chains attached would dislocate the joints of the victim. In theory if the torturer continued to turn the rollers the victim&#039;s arms and legs would be torn off (probably not true, tendons and ligaments are incredibly strong. Reports of people being pulled apart by horses mention that they have to be helped by cutting the joints a bit to get the process started. Who knows though, maybe ratchets are just that effective, and some people spent a long time on the rack, which might loosen them up some).&lt;br /&gt;
&lt;br /&gt;
Many other torture devices associated with the inquisition are thought to be later inventions by the Victorians, such as the infamous Iron Maiden, a spiked coffin that victims would supposedly be stuffed inside. Another one, the Brazen Bull, actually comes from Ancient Greece; basically, a victim was stuffed inside a hollow bronze bull, fitted with an internal horn. As the bull was set on fire, the victim’s tortured screaming would sound like a bull’s roar. As you can see, comparing these examples with actual torture devices, the real ones tended to be less focused on grotesque conceptual horror and more simple in design and use.&lt;br /&gt;
&lt;br /&gt;
There were, however, regulations for the Spanish Inquisition on how far the torture could go; no removing body parts and nothing that resulted in death. While it&#039;s a commonly publicized fact that the first head of the Spanish Inquisition (the infamous [[Torquemada Coteaz|Torquemada]]) made frequent use of torture, a less known fact is that that [[Noblebright|the Pope at the time went to the King and Queen of Spain to try and rein in his cruelty]] (and as an example of problem with political elements in the Inquisition [[Grimdark|the King and Queen pressured him in various ways to keep his mouth shut about it]]). Despite this, the Spanish Inquisition are known to have been fairer, and used torture less often, than the secular courts at the time. There were several cases of people on trial in secular courts for lesser crimes who would blaspheme in the courtroom, just so they could be tried by the Spanish Inquisition instead, who would give them a fair(er) trial.      &lt;br /&gt;
&lt;br /&gt;
In a particular instance of &amp;quot;shit that wouldn&#039;t sound out of place in 40k&amp;quot;, in 1256, Pope Alexander IV decreed that inquisitors could clear each other from any wrongdoing that they might have performed during torture sessions... [[Derp|except this decree was for the Medieval Inquisition, and predated the Spanish Inquisition by over 150 years]].&lt;br /&gt;
&lt;br /&gt;
=== Punishments ===&lt;br /&gt;
&lt;br /&gt;
Despite popular media and perception of them as a blood soaked organization, execution was a far less common punishment for crimes.  Most of punishments the Spanish Inquisition inflicted on people declared guilty was merely paying a fine or a short jail sentence.  It&#039;s important to note that torture was not the punishment, torture was officially a means (and on paper at least a last resort) to extract a confession.&lt;br /&gt;
&lt;br /&gt;
=== Death Toll ===&lt;br /&gt;
&lt;br /&gt;
Modern estimates based on incomplete but detailed records put the total number of people trialed from 1540 to 1700 at around 87,000, with 2,070 people being sentenced to death. With these death sentences, the numbers that ended with an execution &#039;&#039;in persona&#039;&#039; (the person is actually executed) is around 1,300. Some managed to escape the Inquisition before they were executed so instead they were executed &#039;&#039;in effigy&#039;&#039;, as in an effigy of the accused was burned in their place; &amp;quot;executions&amp;quot; in this manner (again, from 1540 to 1700) numbered at around 770. &lt;br /&gt;
&lt;br /&gt;
This gives the Spanish Inquisitions trials during this period a death rate of less than 1-in-40, and this is before factoring in whether or not the death sentences were actually warranted given the Spanish Inquision dealt with numerous crimes besides heresy, contradicting - if not debunking - the blood-soaked reputation the Spanish Inquisition is often given even to this day.&lt;br /&gt;
&lt;br /&gt;
== Later Years and Disbandment == &lt;br /&gt;
&lt;br /&gt;
The Spanish Inquisition began to lose influence in its later years, and was formally disbanded in the early-mid 19th century in the year 1834. While Napoleon&#039;s occupation of Spain had disbanded it 1808, his defeat and the return of Ferdinand the VIIth to the country meant that Napoleon&#039;s law became moot. Though, to be fair, Ferdinand didn&#039;t reinstate the Inquisition either, it was unpopular and pretty ineffective at this point, so it was supplanted by &#039;&#039;Juntas de Fe&#039;&#039;, a much smaller organization that was basically an Inquisition-lite. The Regent for the queen Elisabeth IInd of Spain, Maria Christina of the Two Sicilies, finished the organization once after all in 1834, as a political maneuovre to win the liberal&#039;s support against the carlists.  &lt;br /&gt;
&lt;br /&gt;
So the Spanish Inquisition was in power for a total of 356 years (using 1478) or 354 (using 1480) and hasn&#039;t existed since it was disbanded &#039;&#039;&#039;166 years before the 21st century&#039;&#039;&#039; (despite how much certain people complain about them).&lt;br /&gt;
&lt;br /&gt;
== Relating to /tg/ ==&lt;br /&gt;
&lt;br /&gt;
[[Monty Python|The Spanish Inquisition is not to be expected.]] (Despite the fact that in real-life they were legally obliged to give thirty days notice.)&lt;br /&gt;
&lt;br /&gt;
As noted previously, the current Inquisition of the Imperium of Man owes a lot of its concept to a popularized depiction of the Spanish Inquisition, right down to having their own Torquemada.&amp;lt;!--Expand more on the influence here--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, Victoria Lamb makes some pretty badass Spanish Inquisitorial models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Capitalism&amp;diff=110735</id>
		<title>Capitalism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Capitalism&amp;diff=110735"/>
		<updated>2020-06-27T19:56:11Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flamewar}}&lt;br /&gt;
[[Image:Enjoy-capitalism.jpg|right|thumb|400px|For only [http://www.economist.com/content/global_debt_clock/ $58,599,999,999,999!] (While supplies last.)]] &lt;br /&gt;
{{topquote|Capitalism has socialized production.  It has brought thousands of people together in the factory and involved them in new social relationships.|C. L. R. James}}&lt;br /&gt;
{{topquote|Under [[capitalism]], man exploits man. Under communism, it&#039;s just the opposite.|Attributed to Yakov Smirnov}}&lt;br /&gt;
{{topquote|Capitalism is the astonishing belief that the nastiest motives of the nastiest men somehow or other work for the best results in the best of all possible worlds|John Maynard Keynes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capitalism&#039;&#039;&#039; is an economic system in which industry and trade are controlled by private owners in a bid to make as much profit as possible. Key to the idea of capitalism is the idea of investment, spending money to finance an operation like a sea voyage or a factory to gain more money later on in a cut of the future profits. This sort of approach to gaining wealth was used by some merchants and nobles to some degree since the invention of money, but it really came into its own Western Europe between 1500 to 1800. Capitalism can be considered the polar opposite of [[Communism]], whose tenets center around abolishing currency and ownership rights.&lt;br /&gt;
&lt;br /&gt;
Of course, the proven failures of Communism do not mean that particular implementations of capitalism, in either the 1860s or today, are without flaws, or that the basic ideas behind socialism/communism are defective in themselves. However, other analyses of these flaws, and  solutions for them, have been proposed by people who have adjusted for circumstances that Marx could never have foreseen or were otherwise more willing to take a gradualist approach. The most notable is probably Henry George, who identified &#039;&#039;private ownership of land and other natural resources&#039;&#039;, rather than private ownership of capital in general, as one of the biggest scams ever perpetrated against humanity, and proposed fixing it with a tax on the unimproved value of land rather than with a global revolution. Needless to say, if the Bolsheviks had read his book &#039;&#039;Progress and Poverty&#039;&#039; instead of &#039;&#039;Das Kapital&#039;&#039;, history would have gone very differently. Then again, taxes are a lot less sexy and appealing to philosophy majors and disgruntled workers than violent revolution and radical reorganization of society and the Bolsheviks&#039; interpretation of Marxism was considered quite unorthodox to begin with in its own time. &lt;br /&gt;
&lt;br /&gt;
The concept of Capitalism has had an impact on [[/tg/]] like many political systems have, as they are perfect to create races/settings/empires from. Many [[human]] and other civilised nations in other settings use capitalist trade and economic ideas in their settings, and often national relations between races depend on existing trade agreements (busty elf maidens need to get paid somehow!).&lt;br /&gt;
&lt;br /&gt;
== Grim Dark Capitalism For All Your Role-Playing &amp;lt;s&amp;gt;And Warning&amp;lt;/s&amp;gt; Needs ==&lt;br /&gt;
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Because capitalism is the boring dominant ideology of today, dystopian societies in works enjoyed by /tg/ tend to either be monarchies, [[Imperium of Man| theocracies]], fascist or [[Tau| communist]]. However, the extremes of capitalism are explored in works that show what happens when the [[Chaos| free market]] is not restrained by some force. These societies will have the wealth accumulated by [[That Guy| 1% of the population]] who reenact the pre-fall [[Eldar]] by partying and doing other decadent shit while their slaves get scraps despite doing the heavy lifting. While these [[Games Workshop| evil corporations]] may justify the state of things, that&#039;s easy to do from your comfortable position. &lt;br /&gt;
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Cyberpunk as a whole is a representation of where capitalism could lead us. Those wanting to create a cyberpunk role-playing scenario will notice that the established works will feature not only the previously mentioned class divide, but a lot of pollution and privately owned mercenary groups or corrupt police murdering the fuck out of dissenters they also spy on with the latest hardware. &amp;lt;s&amp;gt;Oh gee, that sounds like real life.&amp;lt;/s&amp;gt;  {{BLAM}} &#039;&#039;Nothing to see citizen, keep on shopping.&#039;&#039;&lt;br /&gt;
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Another dystopian capitalist society may be a blatant analogy of old-school colonialism where certain empires invade random skubs for resources because corporate said so. &lt;br /&gt;
&lt;br /&gt;
Finally, the heresy known as [[Monopoly]] was designed to show us all how bad capitalism is with the most tedious and depressing board game you will ever play. Unfortunately, it is a best selling board game so either this was [[Just As Planned]] or the makers were the perfect [[Troll]].  Actually only the original version, titled the landlord’s game, was meant to bash Capitalism.  But then Parker Brother’s changed the rules to make the long drawn out affair we all know and loathe today.&lt;br /&gt;
&lt;br /&gt;
== The Card Game ==&lt;br /&gt;
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Capitalism is also the name of a [[card game]] (also known as &#039;&#039;Rich Man, Poor Man&#039;&#039;, &#039;&#039;Presidents&#039;&#039; or &#039;&#039;The Great Dalmuti&#039;&#039;).  Players are dealt cards, and try to discard their hands as quickly as possible.  Each trick is set by whoever leads -- for instance, a player can lead with two threes (the card value order runs from three up to two, as opposed to the usual two up to ace), and the next player must play a pair of fours (or fives, or whatever) or pass, and so on.  Whoever plays the highest cards in a trick wins it and gets to lead the next, and whoever is out of cards the first becomes the &amp;quot;rich man&amp;quot; (or &amp;quot;president&amp;quot; or &amp;quot;first&amp;quot; or some other title), and so on, until the last player with cards becomes the &amp;quot;poor man&amp;quot;.  Some variants of the game have twos usable as &amp;quot;bombs&amp;quot; to win a trick (even if the trick is something other than a single card), but players who use a two as their last card immediately become poor man.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt again for the next round, but before play begins, the poor players must trade their highest-value cards to the rich ones (who may give whatever cards they please).  For example, in an eight-player game (usually played with two decks of cards), #8 trades three cards with #1, #7 trades 2 with #2, and #6 trades 1 with #3.  Hence the name: the rich get richer, and the poor get poorer.  The only consolation to the poor is that the poor man leads the first trick.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Card Games]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=148862</id>
		<title>Communism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=148862"/>
		<updated>2020-06-27T19:55:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Overview */ This communism apologetics comparison to capitalism is better used in the captialism article.&lt;/p&gt;
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&lt;div&gt;{{flamewar}}&lt;br /&gt;
[[Image:Communismleaders.jpg|right|thumb|400px|Contrary to western propaganda, this is how communism has always worked]]&lt;br /&gt;
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{{topquote|Under [[capitalism]], man exploits man. Under communism, it&#039;s just the opposite.|Anonymous radio host from Soviet Armenia; also attributed to Yakov Smirnov}}&lt;br /&gt;
{{Topquote|MASH THE DIRTY RED SCUM! KICK THEM IN THE TEETH WHERE IT HURTS! KILL! KILL, KILL! FILTHY BASTARD COMMIES! I HATE THEM, I HATE THEM! AH! AH!|Ordo Xenos Inquisitor John Cleese, responding to the threat of the Damocles Crusade}}&lt;br /&gt;
{{topquote|Communism is the corruption of a dream of justice.|Adlai Stevenson I}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communism&#039;&#039;&#039; can refer to two concepts: the society where the economy is collectively managed and organised government is replaced by local communes (hence the name), and the (usually) authoritarian ideology that seeks to instate such a perfect society. Communism in the first sense had been tried in various villages through the early nineteenth century before fizzling out, but most people are only interested in the second sense, due to its enormous impact on the twentieth century. Communism the ideology is generally associated with oligarchic rule of the &amp;quot;vanguard party&amp;quot; and a degree of central planning; it was the state ideology of the Soviet Union and its satellite states, as well as a few minor powers such as Yugoslavia and Vietnam, during the Cold War. It is still, albeit in a very modified form, adhered to in a few countries today, such as the People&#039;s Republic of China, North Korea and Cuba.&lt;br /&gt;
&lt;br /&gt;
In many ways, it is the opposite of [[capitalism]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The ideology of communism is highly diverse, as numerous thinkers have proposed different definitions and pathways to a communist society, yet most modern communists, in one way or another, derive their ideas from the writings of Karl Marx: hence, it is Marxist communism that will be discussed here. Even then, a full explanation is far beyond the scope of this wiki, so [https://en.wikipedia.org/wiki/Communism Wikipedia] might be a better bet if you want to get into the philosophical and economic details. &lt;br /&gt;
&lt;br /&gt;
Most non-Marxist communists are more anti-authoritarian (e.g. Kropotkin, Makhno), so they are usually classified as [[Malal|anarchists]] instead. However, even Marxist communism is not homogenous, ranging from the more extremist (Hoxhaism, Stalinism aka Marxism-Leninism) to more moderate (Titoism, Kadarism, traditional Marxism), sometimes mixed with nationalism (Juche), liberal capitalism (Dengism) or - ironically given communism&#039;s recurring [[Imperial Truth|anti-religion]] tendency  - &#039;&#039;Catholicism&#039;&#039; (Liberation theology). Perhaps the reason why there are so many different variations of communism is because  Marx and Engels&#039; blueprint is so vague in many places (it didn&#039;t help that Marx died before finishing Das Kapital) that it lends itself to a dizzying array of interpretations, for better or worse. &lt;br /&gt;
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Marxism originates with the work of (newsflash) Karl Marx and Friedrich Engels: Engels was the working son of an industrialist, while Marx got a PhD in law and spent much of his life in academia and radical politics; this arguably makes them the world&#039;s first [[Gretchin Revolutionary Committee|socialist justice warriors.]]  These two developed their economic theories as a response to the effects of the Industrial Revolution. Marx observed that while the mechanization of production was a good thing since it generated a lot of wealth, he believed it was [[Rage|grossly unfair]] since said wealth was accumulating in the pockets of only a few [[Games Workshop|fucking rich pricks]] and most other people lived in Victorian poverty. He further saw this as another step in a long historical trend in which a class that owned the means of production (i.e. factories, land, etc.) exploited and dominated a lower class that had to sell its labor power to survive. &lt;br /&gt;
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Marx viewed society as being on a very clear cut path of social evolution with clearly defined phases, based on his interpretation of Hegelian philosophy (we suggest you look that up yourself, it&#039;s too complicated to make into a pithy explanation here). Every phase represented a different form of economy and social hierarchy, and, while starting out &amp;quot;progressive&amp;quot;, would eventually [[Imperium of Man|fall into degradation]] as it exceeded its limits. At this point, this decayed socio-economic system would have to be overthrown and replaced with a more just and advanced one, starting a new phase: Marx considered the Fall of the Roman Empire (transition from individual slavery to land-based feudalism) and the revolutions of the 19th century (transition from feudalism to industrial capitalism) to be the moments when such a transition occurred. He believed that capitalism was rapidly approaching its own collapse and replacement.&lt;br /&gt;
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The new social order, Marx believed, would be collectivist, atheist and classless: as industrial production required people to work together on a large scale, so too would the new system of government. The new society would start out more authoritarian (socialism) before its government would eventually dissolve (communism proper). The economy would be controlled by the workers rather than by individual shareholders, competition would be discouraged in favor of a more collective-oriented mindset, and religion (which Marx considered an obsolete &amp;quot;opiate of the masses&amp;quot;) would fade away when it was no longer needed to distract people from the poor conditions they lived in. Most importantly, the new order would end the traditional state of affairs in which one class dominated all others through its control of the means of production (e.g. factories) and allow for true equality and prosperity for everyone. &lt;br /&gt;
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However, Marx and Engels never gave a clear outline of how such a society could be created or what it would look like, and the first one to put it into practice on a national scale (Vladimir Lenin) gave it a distinctly authoritarian spin which only got worse with Stalin.&lt;br /&gt;
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As a whole, most forms of Marxism are highly skeptical of liberal democracy (albeit supportive of the democratic process itself and direct democracy in particular), as it is considered to be corrupt and easily manipulated by the wealthy. In its place, communists propose the &amp;quot;dictatorship of the proletariat&amp;quot;. Before you jump to conclusions, Marx considered all forms of government to be a form of dictatorship in that one class held absolute power over all others; in this case, the class in question would be the workers, who would use the innately authoritarian power of the state to ensure that a worker-controlled democratic decision-making process would not be opposed by reactionary elements attempting to re-establish the old order. According to Marx, this dictatorship would last only long enough to eliminate the differences between classes- as the state&#039;s existence is due to said class differences, this would eventually lead the state to dissolve when it was no longer needed. &lt;br /&gt;
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Marx himself wrote little about how this would function or how it would come into being, presumably because he believed that it would be up to the workers to decide that. As mentioned above, this would unintentionally give a lot of people an opportunity to present their personal take on it as &#039;&#039;the&#039;&#039; way communism would be achieved, and by that time Marx was too dead to disagree. &lt;br /&gt;
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In Leninism, Marxism-Leninism, and their offshoots, the dictatorship of the proletariat takes form of the &amp;quot;vanguard party&amp;quot;, consisting of the most &amp;quot;class-conscious&amp;quot; individuals. This party would be given near-absolute power over society and economy, so that transition towards socialism and eventually communism would proceed properly. As such, most communist states using the Marxist-Leninist model have been dictatorships, headed either by charismatic despots (Stalin, Mao Zedong), or by the party oligarchy (modern China, late USSR). While other forms of Communism exist that do not follow the vanguard party model, they are too lacking in influence to have ever been implemented on a national scale so we can&#039;t really say what they&#039;d be like. It should also be noted that Marx and Engels themselves doubted the idea that a small revolutionary party could represent the will of the working class, an idea originally espoused by one of his contemporaries.&lt;br /&gt;
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The major flaw in Communist ideology is that its economic theories simply cannot be translated into the real world (as of this writing at least). For all the bullshit and genuine problems that happen in the free market (or its corporation-dominated American form, at any rate), it still has the advantage of being able to rapidly adapt to changing economic demands. Centrally planned economies on the other hand (Other types of planned economies exist too, but they are much less common and tend to exist on smaller scales so we can&#039;t really tell how well they&#039;d work on a national level, let alone an international one. They do seem to function surprisingly well on a regional/municipal scale though, especially those which are decentralized and use only a minimum of top-down authority.) not only fail to adapt in the same way, but don&#039;t even live up to Marx&#039;s ideals (e.g. the right not to be reduced to &amp;quot;a cog in the machine&amp;quot;, the focus on bottom-up organization, etc.). At best, they provide short-term bursts of productivity at the expense of long-term economic decline. Even in an ideal universe where the bureaucracy running it wasn&#039;t corrupt or inept, the technology to monitor and plan a national economy has yet to be invented and what we have now can&#039;t keep track of everything well enough to make it work; the average economy is incredibly complex and not even the most advanced computers that currently exist can predict every possible variable that might effect how the economy functions (let alone predict the long term effects of a plan), so mistakes will inevitably occur and snowball with dangerous consequences. As a result, a centrally planned economy invariably destroys the countries in which it is attempted due to drop of quality in consumer products, and eventually, food sources. It gets even worse when you factor in the further increased complexity demanded by globalization. &lt;br /&gt;
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That being said, mixed economies combining elements of communism and capitalism (e.g. Keynesianism and the &amp;quot;Nordic Model&amp;quot;) have consistently proven to be more effective than either lassiez-faire capitalism or pure communism. Make what you will of that. &lt;br /&gt;
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Furthermore, Communist governments tend to move away from the tenets of Marx and Engels in an attempt to force their ideas to work in situations they were never intended to function in. Marx believed that the shift to socialism and then communism could &#039;&#039;&#039;only&#039;&#039;&#039; work in an advanced industrial society and that any attempt to make it happen before that point was doomed to backfire; Lenin got around this by claiming that he could &amp;quot;telescope&amp;quot; the capitalist and socialist revolutions into a single event with the aid of the aforementioned vanguard party and proposing an alliance with the Russian peasantry to compensate for the undeveloped presence of the working class. Even then, Lenin tentatively allowed a shift back to private ownership for the Kulaks just so the Soviet economy could get back on its feet, before Stalin purged them all as class enemies and triggered a widespread famine (which many historians suspect was intentional on Stalin&#039;s part). &lt;br /&gt;
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Mao Zedong took this to an even further extreme by forcing the revolution in the primarily agrarian China and then trying to kick-start industrialization with the &amp;quot;Great Leap Forward&amp;quot;. It was a total failure for several different reasons, and Mao&#039;s hamfisted attempt to retain control of the Communist Party gave rise to the Cultural Revolution and all the bloodshed that came with it. Somewhat like Lenin, Mao&#039;s successor Deng Xiaoping ended up implementing capitalist policies (while leaving all the other oppressive elements intact) in response to the earlier economic crises, and while it did salvage the economy it also ended up producing a system that arguably combines the worst qualities of both capitalism and communism that survives only by constant pandering to nationalist sentiments. &lt;br /&gt;
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Because of the legacy of the Cold War and everything mentioned above, mass famines among numerous communist countries, and widespread human rights abuses from the regimes of communist leaders, there&#039;s good reason Stalin is occasionally put on equal footing with Hitler in terms of evilness. Even the forms of communism that originated independently of the Leninist traditions are generally poorly regarded at best.&lt;br /&gt;
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=== Note ===&lt;br /&gt;
&lt;br /&gt;
It also is notable that Communist is often used as a Snarl World in modern first world politics against the left wing even when actual Stalinist-style communists (or &amp;quot;tankies&amp;quot;, as other communists and socialists call them) are a small minority on the fringes. There is also a distinction between Revolutionary Communists like the Bolsheviks and Democratic Socialists such as the German SPD, which have come to power from time to time in political elections without overthrowing democracy. Ironically, it is the latter that more closely resembles classical Marxism, with the more totalitarian elements being innovations by Lenin and Stalin as they tried to apply Marx&#039;s requirements for a revolution in an advanced industrialized nation to the much less industrialized Russia (to say nothing of Mao Zedong trying to shoehorn them into the agrarian China).&lt;br /&gt;
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==Communism in Traditional Games==&lt;br /&gt;
In general there are three ways communism is used in fiction and board games:&lt;br /&gt;
&lt;br /&gt;
1: &#039;&#039;&#039;&#039;&#039;FILTHY GODLESS RED BASTARDS&#039;&#039;&#039;&#039;&#039;: Dangerous, faceless enemies, ripped straight from the wettest dreams of the Cold War-era American John Birch society. These communists are the enemy; a vast, brutal, godless horde determined to take over the world that our heroes must resist. Nowadays, this attitude is usually played for comedy, as in &#039;&#039;[[Paranoia]]&#039;&#039; where Friend Computer&#039;s glitched-out personality has made it a paranoid wreck obsessed with a largely-imaginary adversary (while creating some actual communists in the process). By the way, if you want an example of literal CommuNazis, the East German Stasi are a good place to start, although the Nazi part is mostly aesthetic and the Communist ideology is what was dominant.&lt;br /&gt;
&lt;br /&gt;
2: &#039;&#039;&#039;Champions of the Proletariat&#039;&#039;&#039;: The other side of the coin to what is listed above. These are either rebels against corrupt corporate overlords (frequently cyberpunk heroes) or a body of workers and soldiers fighting against fascist invaders (any game from the Russian perspective in WWII will count). Occasionally this show up in Medieval settings as anachronistic peasant revolts or other politically-radical types out to pull down the social parts of [[Medieval Stasis]].&lt;br /&gt;
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3: &#039;&#039;&#039;GLORIOUS COMMUNISTS&#039;&#039;&#039;: Somewhere between the other two and generally played for laughs. Communist regimes are oppressive and ponderous, but also able to do great things through sheer force of Industrial Might, Soviet Super Science, Stalinist Architecture and Will-Of-The-People and can be heroic just as easily as villainous. See Red Alert-II and III, and to a lesser extent a few parts of the [[Imperium of Man]]. As close to real communism as you can get, comrade.&lt;br /&gt;
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Communism has also provided us with the Russian army, which is an awesome gaming resource and reference, either in a drunken, drown-your-enemies-with-bodies-and-artillery sort of way (World War II), or a send-in-the-hardened-and-manly-Spetsnaz-and-tanks way (Cold War). It is a sacred law of [[/tg/]] alternate history [[/tg/&#039;s homebrews|homebrew]] settings that there must be at least one communist faction and it must control at least 50% of the world&#039;s total landmass. Even [[Warmachine| Khador]] draws on the imagery of the Soviet armed forces, despite being more analogous to Tsarist/Imperialist Russia politically, aside from their Manifest Destiny &amp;quot;Why can&#039;t everyone else just roll over and let us conquer them?!&amp;quot; ideology that has... [[Nazi| other roots]].&lt;br /&gt;
&lt;br /&gt;
Like all radical ideologies, communists are all over [[Shadowrun|the Sixth World]], mostly among the poor and disenfranchised who can&#039;t help looking up at the big fancy megacorp enclaves and wondering how &#039;&#039;that&#039;&#039; makes any kind of just sense. The Berlin Flux State was probably the biggest and most successful anarcho-communist enclave in-setting for a while, before it became such an embarrassment to the megacorps insisting they should be the only game in town that many of them (including the one run by the great dragon Lofwyr) had it dismantled somewhere around second or third edition.&lt;br /&gt;
&lt;br /&gt;
People like to call the [[Tau]] communist. There&#039;s &#039;&#039;some&#039;&#039; truth to that, given they&#039;re a highly-collective society that generally values group achievement over personal accomplishment, but they&#039;re also a largely class-stratified society, with only the assurance that their leaders are theoretically cooperating for the [[Greater Good]] to keep them from being out-and-out feudalists with castes. This system is actually very similar to Italian and Spanish &#039;&#039;[[Nazi|fascism]]&#039;&#039;, where the economy was split between several large trade-based corporations, where the workers and the bourgeoisie were supposed to talk out their issues together (under the benevolent guidance of the party elites of course).&lt;br /&gt;
&lt;br /&gt;
There was also the [[Gretchin Revolutionary Committee]], a parody of the kinds of communist guerrillas of previous decades, who are armed grots out to demand equal treatment from their Ork masters with comical results. The Imperium, being a decentralized feudalistic empire, undoubtedly has many worlds that have communist governing bodies and economies, and maybe even a few where things worked out okay.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Roleplaying Game|Golarion]] has got a semi-hemi-demi communist nation in-setting: Galt, land of insane, constant revolution where the only winners are the &#039;&#039;final blades&#039;&#039;. It represents the &amp;quot;messy revolutionary&amp;quot; kind of communism rather than any of the three flavors above, though there&#039;s some obvious mixing with the principals of the French Revolution that was its more-direct inspiration.&lt;br /&gt;
&lt;br /&gt;
The [[Harpers]] of Faerun are semi-communists in outlook. They strongly favor removing power from single governments and shifting leadership to individual communities. This can make them heroic when unseating despots but significantly less so when assassinating anyone who tries to unite the city-states. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Star Trek]]&#039;&#039; is complicated. On the one hand, the Federation has essentially a communist economy, but their advanced technology has created a post-scarcity economy, so it can be interpreted that the producers thought this would be a natural product of a society where everybody was self-sufficient. Conversely, their chief rivals, the Klingons and the Romulans, are transparent analogues of the USSR and Maoist China seen through the pre-détente eyes of an American lounge lizard. Similar post-scarcity communists are common in &#039;&#039;[[Eclipse Phase]]&#039;&#039;, though with a much stronger anarchist bent. They are largely and uncomplicatedly perfect due to the game designers&#039; raging stiffy for that kind of thing.&lt;br /&gt;
&lt;br /&gt;
Any WWII or quasi-WWII game worth its salt will have a communist faction, including the classic &#039;&#039;[[Axis &amp;amp; Allies]]&#039;&#039; and the modern wargame &#039;&#039;[[Flames of War]]&#039;&#039;. Additionally, many classic board games have attempted to tap into the forty-five year struggle for dominance between America and the communists. The most famous and best is probably &#039;&#039;[[Twilight Struggle]]&#039;&#039;. [[TSR]] also released an RPG set during the Cold War called &#039;&#039;[[Top Secret]]&#039;&#039;, though, like most non-&#039;&#039;D&amp;amp;D&#039;&#039; TSR products, no one under thirty-five has ever heard of it.&lt;br /&gt;
&lt;br /&gt;
{{BLAM|This article has been marked as containing treasonous capitalist road sentiments. Please report to your local commissariat for re-education through labor.}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AK-47.jpg|Glorious Soviet Industries could be used to produce huge numbers of reliable and effective things which are still in high demand after a half a century...&lt;br /&gt;
File:Lada 1200.jpg|...Their cars are not on that list.&lt;br /&gt;
File:Communism and the NTS Fallacy.png|Communism as understood by someone who thinks all communists are Stalinists ([[Rip and Tear|not mentioned: those that claim the kulaks deserved it]]).&lt;br /&gt;
File:Space marine commie.jpg| Do your duty comrade&lt;br /&gt;
File: Stalin space marine.jpg| This is how World War II actually went&lt;br /&gt;
File: Space marine revolution.jpg| What these dorks think they look like&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Imperium of Man]] as it too was based on a revolutionary progressive ideal that gave way to despotism, with the big question being if this was a natural consequence of the ideal or a complete perversion.&lt;br /&gt;
* Come to think of it, most failed utopian societies that /tg/ loves probably borrowed from the history of Soviet Russia in some way, especially from the revolutionary to Stalinist era.&lt;br /&gt;
&lt;br /&gt;
[[category:Not related]]&lt;br /&gt;
[[Category:history]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411114</id>
		<title>SJW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411114"/>
		<updated>2020-06-27T19:51:53Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* SJWs and WH40k */&lt;/p&gt;
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&lt;div&gt;{{editwar}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
{{fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{delete|This is possibly the biggest lightning rod of shitposts on the site, so either permanently protect this accursed thing or make it so nobody can blather on about it ever again.}}&lt;br /&gt;
{{Topquote|The only way to win is to not read the crazy, and just fap and/or shlick to the pictures.|[[/d/]]}}&lt;br /&gt;
{{Topquote|People love to pretend they&#039;re offended.|Matt Groening}}&lt;br /&gt;
{{Topquote|Whoever fights monsters should see to it that in the process he does not become a monster.|Friedrich Nietzsche}}&lt;br /&gt;
&lt;br /&gt;
== Meaning ==&lt;br /&gt;
[[Skub]]&#039;s final form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SJW&#039;&#039;&#039; stands for &#039;&#039;&#039;Social Justice Warrior&#039;&#039;&#039;, a term originated in the late &#039;90s to mid-2000&#039;s, where it was originally more neutral and meant to refer to ardent or outspoken advocates of social change, usually for &#039;furthering&#039; civil rights. This generally meant someone who demanded that all races, genders, sexuality... any group where members can&#039;t leave voluntarily be represented in media and treated with equal respect.&lt;br /&gt;
&lt;br /&gt;
Nowadays, it has a less-than-savory connotation, especially to people within 4chan (&#039;&#039;especially&#039;&#039; [[/pol/]] and /v/ - the lattermost is a partial by-product of the GamerGate shenanigans). The modern usage of SJW refers largely to the (usually but not always) left wing group of people who demand that media and society be inclusive and inoffensive (in practice, usually only to groups said SJW is a part of and those whose beliefs align with them) before all else, basically trying to police all media and, by proxy, the rest of society.&lt;br /&gt;
&lt;br /&gt;
SJWs also tend to chuck that aforementioned respect out the airlock as they prioritize looking and feeling &amp;quot;good&amp;quot; over actually doing good, like most zealots. They frequently employ simplistic and/or ahistorical analysis that could wring both tears and rage from any fa/tg/uy&#039;s inner history buff (and not just the ones with military vehicle fetishes, either). Such piping hot takes also open them up to &amp;quot;easy debunking&amp;quot; - often by a mix of opportunists looking for an easy &#039;gotcha&#039;, /pol/acks looking for an easy triggering or (perhaps most rarely) people who actually studied their shit, with bonus points if said people are left of center and/or themselves part of said minorities on whose behalf the SJWs pull this shit, even as they speak over them. Of course, the debunking may itself be poorly researched - most political discussions set the bar amazingly low, if you hadn&#039;t guessed.  Many SJWs also practice the double standard of selective outrage (attacking a particular person or group over what they said or did, but glossing over similar behavior from other groups - bonus points if the latter group is one the &amp;quot;rager&amp;quot; is part of and/or claiming to defend). &lt;br /&gt;
&lt;br /&gt;
In short, it&#039;s associated with activists that advocate a a view of progressive societal change that non-progressives and sometimes even progressive groups, like feminists and minority activists, perceive to be ostracizing, harmful or unnecessary.  This being mostly subjective is why the definition is so [[skub|contentious]] to begin with.&lt;br /&gt;
&lt;br /&gt;
Expect Social Justice Warriors to show up or at least be mentioned anytime some combination of the following occurs:&lt;br /&gt;
&lt;br /&gt;
*A) a popular figure does or says something considered offensive, whether legitimately so or otherwise;&lt;br /&gt;
*B) some asshole&#039;s trying to shut up people they&#039;re being rude to;&lt;br /&gt;
*C) someone is &#039;&#039;harmlessly&#039;&#039; being a bit less politically correct than people want them to; &lt;br /&gt;
*D) someone is being &#039;&#039;far less&#039;&#039; politically correct than the situation warrants; or&lt;br /&gt;
*E) there isn&#039;t enough presentation in a work for ethno-social groups that are already infinitesimal to begin with.&lt;br /&gt;
&lt;br /&gt;
On that note, feel free to play a drinking game where you take a shot each time [[Nazi|Godwin&#039;s Law]] is invoked, and be sure to bid your liver farewell before hand.&lt;br /&gt;
&lt;br /&gt;
Expect the affected thread and any other nearby discussion to be derailed in short order; this is becoming more and more frequent on /tg/ lately as hobbies like [[Magic: The Gathering|MTG]] and [[Warhammer 40k]] are being subjected to changes that are viewed as &amp;quot;progressive&amp;quot; and generate unholy waves of skub. This often appears in the forms of users being accused of bigotry for either not checking off enough &amp;quot;oppressed minority&amp;quot; checkboxes in character creation, or else portraying certain groups too positively. The sources are generally either the usual crowd of trolls and shit stirrers, or else actual morons who want to show off their &#039;good guy&#039; badges - aka virtue signalling - and miss the point of their ideals entirely. Naturally, most people who hold similar views prefer to voice them only when appropriate to do so, and outside of the &amp;quot;radical&amp;quot; fringe, they differ from the average fa/tg/uy only by the presence of a few things they think tabletop games could be better at doing.&lt;br /&gt;
&lt;br /&gt;
This can and does often lead to rifts in communities, fanbases and franchises, with creators (most often independent ones) facing harassment and death threats, and any legitimate criticisms are almost immediately lost in the mix of mob mentality - just like most of the internet.&lt;br /&gt;
&lt;br /&gt;
There are plenty of examples, but the average fa/tg/uy is unlikely to care about most of them outside of the few relevant ones discussed further below.&lt;br /&gt;
&lt;br /&gt;
== ...so why is this a big deal again? ==&lt;br /&gt;
The crux of the problem is that SJWs act as &amp;quot;moral guardians&amp;quot; to popular culture. Previous moral panics, such as the hysteria surrounding hip-hop, rock music and (most relevantly) tabletop games such as [[Dungeons &amp;amp; Dragons]] ever since each medium&#039;s creation, were driven by people who claimed to be protecting their children from the &amp;quot;evils&amp;quot; within certain works, as well as seeing enemies under every rock or choosing to die on hills that are ultimately of no consequence.&lt;br /&gt;
&lt;br /&gt;
To use pen-and-paper RPGs as an example, the mostly-Christian right-wingers of the late 70s believed them to be [[Heresy|a gateway to devil worship and eternal damnation]] because of a misunderstanding. Some of the game developers lifted elements from real-life occultism and black magic practices for themes and stories, which was mistaken for trying to promote these practices - despite Gary Gygax, D&amp;amp;D&#039;s co-creator, being a known Jehovah&#039;s Witness. The response to this huge outcry mostly consisted of renaming or remodeling a bunch of shit (e.g. [[demon]]s and [[devil]]s were now Tanar&#039;ri and Baatezu and in-universe occult symbols were redesigned). More concerning were a few murders and suicides by known players (the mother of James Dallas Egbert III - James being one of the people who committed suicide - even blamed D&amp;amp;D for her son&#039;s death).  While it sounds ridiculous in hindsight, DnD had yet to gain the traction it currently has and coupled with some groups considering the murderers and people who committed suicide the face of the games, the games were nearly damned by association.  &lt;br /&gt;
&lt;br /&gt;
For more details on that sad, stupid time outlined above, see [[Satanic Panic]].&lt;br /&gt;
&lt;br /&gt;
Where most moral panics in America are often attributed and traced back to said older outspoken conservative Christians, with SJWs it&#039;s different - they are generally younger, left-leaning and are either affiliated with new-age religions or atheists (the latter often alongside being anti-religious - ironically, mostly singling out Christianity).  While many espouse lefty-hippie ideas of acceptance and inclusiveness, many have turned from simply promoting acceptance of varied interests, lifestyles, and hobbies to policing them for proper behavior and raising hell when they find something they don&#039;t like.  Maybe it&#039;s too objectifying, maybe it&#039;s not inclusive or diverse enough, maybe it portrays a group they disagree with in too positive a manner or a group they do like in too negative a manner; either way, it is promoting bigotry and bad behavior and must be changed accordingly. Some extreme SJWs even become bigots themselves, but with different groups targeted and a &amp;quot;tit for tat&amp;quot; approach.&lt;br /&gt;
&lt;br /&gt;
For the modern SJW, replace the religious issues with socio-political ones, pick a random issue somewhere in the Left (sometimes Far Left) using an advocacy dartboard, and you can find someone who is ready and willing to start petitions, run boycotts, and send death threats to the creators of Your Favorite Thing&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While there are many key differences, they&#039;ve joined the ranks of still-existing moral guardians before them through a combination of sheer overzealousness, hatred of particular groups, the usual co-opting by corporations who use their ideologies as a new way to promote their brands and the plentiful organizations and other third parties willing to fund attention-grabbing political actions of varying effectiveness to whatever ends they may desire, whether it be for fame, name or revenge.&lt;br /&gt;
&lt;br /&gt;
That said, compared to the Satanic Panic, any /tg/-related controversies that have occurred since then are hardly a blip on the radar (thankfully so) and are mostly centered around sporadic attempts at pandering by game developers trying to milk what is, to them, a new demographic.&lt;br /&gt;
&lt;br /&gt;
==Further Relevance to /tg/ ==&lt;br /&gt;
[[File:SJW in WOTC Staff.png|thumb|right|300px|Typical SJW delusions, seeing people who hate women in places where there are none, while simultaneously implying women are idiots.]]&lt;br /&gt;
While SJWs mostly focus on comics, movies and video games, they&#039;ve found relatively little traction on tabletop games - it&#039;s widely considered more obscure in comparison to other forms of media, thus not warranting scrutiny OR continued interest to the SJW&#039;s inner hipster. Movies are delivered as a finished product that usually cannot be tampered with, so they have to worry more about what&#039;s given to them. [[/v/|Video games]] can sometimes be modded to some extent, but are usually more at the mercy of its creators.&lt;br /&gt;
&lt;br /&gt;
However, as with any game that allows GMs and their players to [[Homebrew|make up their own shit and tailor the rules and setting to their own goddamn pleasure]], the consumers are the arbiters of what is canon or relevant in their private sessions; [[Games Workshop|the companies]] simply provide the setting these sessions take place within. The &#039;worst&#039; a given fa/tg/uy has to worry about is fits being thrown over given models, [[White Wolf|disingenuous pandering]] [[Vampire: The Masquerade|that&#039;s often mandated by higher-ups]] (sometimes enforced by devs and writers), and a loss in quality of [[Black Library|franchise fiction]] (as if [[C.S. Goto|a ton of]] [[Matt Ward|terrible franchise fiction]] isn&#039;t already out there). More on that later, though.&lt;br /&gt;
&lt;br /&gt;
Any other debates and criticisms surrounding the medium are either nearly as old as the genre itself, or else commonplace enough that it&#039;s not even exclusive to the genre anymore. [[-4 STR]] is something of an exception in this regard, given that the term originated with tabletop itself, and there has also been [[Sociopathic diplomancer gets shut the fuck down|at least one tale of an encounter with someone]] who would very much fit the stereotype. This hasn&#039;t stopped them from &#039;&#039;trying&#039;&#039;, however, to the point where numerous people in high-level positions in the development of not only [[Dungeons &amp;amp; Dragons]], but [[Pathfinder]], are viewed as part of the same ideological mindset, and supposedly believe that THE problem with D&amp;amp;D, is, of course, the fanbase itself.&lt;br /&gt;
&lt;br /&gt;
While this might seem to hold water due to the nature of tabletop and PnP games, more astute fa/tg/uys and ca/tg/irls might have already noticed the aforementioned logical fallacy with this: [[/tg/|traditional gaming]] is fundamentally an insular hobby populated predominantly by its fans, who consist of a much wider spectrum of people than stereotypes dictate. Trying to &#039;&#039;&amp;quot;mandate&amp;quot;&#039;&#039; inclusiveness and force the hobby to fit a completely different audience who has no real interest (key words) is equal to spraying napalm to put out a fire. &lt;br /&gt;
&lt;br /&gt;
Oldfags can only chuckle to themselves; the neckbeards of old saw people try to demonize or similarly alter their hobbies for [[Gary Gygax]]&#039;s entire lifetime, and know that ultimately, this crap is destined to fail just as hard as previous attempts to kill their favorite hobbies off. In turn, many gamers and self-styled movie buffs who don&#039;t understand the &amp;quot;players make the rules&amp;quot; aspect of tabletop thus fail to understand the futility of forcing roleplaying fa/tg/uys to join a &amp;quot;fight&amp;quot; that cannot threaten their fun, even in spite of the stereotype of roleplayers who define themselves solely by their hobby.&lt;br /&gt;
&lt;br /&gt;
The main reason this article exists at all is to detail the perceived threat to the hobby that defines the board and (more often) the annoyance caused by forcing unrelated political discussions on a board of people who are &#039;&#039;ideally&#039;&#039; just trying to play some damn games or otherwise mind their business.&lt;br /&gt;
&lt;br /&gt;
Y&#039;know, like most of the internet.&lt;br /&gt;
&lt;br /&gt;
===SJWs and WH40k===&lt;br /&gt;
Now, you may hear complaints about wargaming, and how it has too much [[Imperium of Man|imperialism, war crimes]], [[Exterminatus|genocide]], [[Ecclesiarchy|religious extremism]], [[Inquisition|xenophobia, abduction]], [[Cadian Shock Troops|child soldiers]], [[Daemonculaba|injury and death of minors]], [[Penitent Engine|religious mind-rape driven war machines]], [[Slaanesh|rape, drug abuse, sexual exploitation]], [[Warp|supernatural horror]], etc. etc. While not mentioned by name, you can imagine those complaints had [[Warhammer 40,000|a particular franchise in mind]]. Naturally, you can also imagine the lengths they went to in order to [[Derp|completely ignore]] [[Grimdark|the entire air of black vs. black morality within the setting itself]] (with shades of super-dark grey if you&#039;re feeling [[Salamanders|gene]][[Tau|rous]]).&lt;br /&gt;
&lt;br /&gt;
The three most common complaints about Warhammer 40,000 are usually: the absence of [[Female Space Marines]]; the [[Sisters of Battle]] having boob plates; and - tied for third - how 40k models and art seldom depicted non-Sisters of Battle women and non-white humans, despite lore containing multiple, numerous easily-found examples to the contrary.&lt;br /&gt;
&lt;br /&gt;
Here is a handy quick-list of refutations, to make everyone&#039;s lives a little easier:&lt;br /&gt;
&lt;br /&gt;
#Warhammer 40,000 originated as an ironic parody of hard-right authoritarianism, born out of the explosion of progressive UK Sci-Fi and Fantasy that erupted as a reaction to [[Ghazghkull Mag Uruk Thraka|Margaret Thatcher]]&#039;s policies of moral regulation and strong executive power (as well as all the other shit that happened in living memory during the 20th Century). Warhammer 40k took the piss out of the conservative UK government in the same way &#039;&#039;2000AD&#039;&#039; did, via satire and cautionary tales - this context has been lost over time with the growing popularity of the game, the growth of the company itself, and how the right-leaning political climate being satirized is no longer dominant in the UK (Margaret Thatcher herself also &#039;&#039;died&#039;&#039; several years go) while its current political climate is an entirely different beast.&lt;br /&gt;
#Anyone who actually reads the fluff knows that the Imperium as a body doesn&#039;t care about sex or race on that level, because the encroaching forces of [[grimdark]] make any form of discrimination impractical. Women and other minorities regularly participate in every level of Imperial society. The lack of female models is a semi-regular issue that ends up at the feet of GW, who already get enough shit from pearl-clutching moral guardians about [[Hot Chicks|Sisters Repentia and Daemonettes]] to generally want to avoid gender controversy and making &amp;quot;redundant&amp;quot; models. [[Mutant|The discrimination that &#039;&#039;does&#039;&#039; happen in the Imperium]] has some credible backing, in that the Imperium is an empire of semi-justified zealots: mutation is a common symptom of exposure to [[Chaos]] or [[Genestealer|other very bad things,]] so they figure it&#039;s best to not take chances.&lt;br /&gt;
#:Female Space Marines also have a well-defined fluff reason for not existing: recent lore stated there were in-universe attempts that failed badly enough to warrant discontinuing them. And of the section of the actual playerbase that clamors for female Marines, you can guess how many do so [[Rule 63|with impure intent.]] At any rate, important characters have a higher percentage of female or LBGTQ+ representation than expendable meatgrinder characters. This goes for both old characters like Yarrick (revealed to be gay) and new characters like Arch Magos Exasus (who is non-binary).&lt;br /&gt;
#Until recently, GW was also [[Commorragh Slaves|terrible at sculpting female characters in most cases]]; the Sisters of Battle were a rare exception for years, and that&#039;s likely &#039;&#039;because&#039;&#039; they&#039;re just power-armored humans with boobplate.&lt;br /&gt;
#GW so rarely listened to their own customers that complaining wouldn&#039;t have changed shit no matter how obvious the problem was. Nowadays there is a MUCH better chance for more fan-interaction, but there you go: anyone looking for change should be taking it up with GW, not Warhammer fans.&lt;br /&gt;
#When it comes to racial representation, they&#039;ve previously said that their idea was for humanity in 40k to be as ethnically and physically diverse as they are across Earth in real-life. GW said the reason for having majority white people in the art was because the early art teams were small and made art of what they knew (the UK is still populated by 95% white people, although interestingly where GW is in Nottingham is nowadays only about 65% white), and this pattern just became an unthinking habit. This is typical of a lot of fantasy work, which is often based on history or mythology from Europe or Asia where lighter skin colors are believed more common. While it is discriminatory, it&#039;s &#039;unconscious bigotry&#039; as opposed to GW being actively malicious. [[Image:5zft MoOz3I.jpg|thumb|right|200px|It begins!]]&lt;br /&gt;
#Every Warhammer Fantasy and 40k player knows that GW is simply [[End Times|bad]] [[Abaddon|at]] [[Matt Ward|making]] [[C.S. Goto|writing]] [[Storm of Chaos|decisions]]. Asking for well-written &#039;&#039;anyone&#039;&#039; from GW is like praying for a miracle. Furthermore, some of the most interesting characters in Fantasy were female, and got written out of canon as the years went on, so best believe the fans were already outraged over that.&lt;br /&gt;
&lt;br /&gt;
If you read GW&#039;s Annual report: 2015-16, you&#039;ll find there were complaints about most of the staff being male even back then. To GW&#039;s credit, they answered: &amp;quot;The Company does not consider that diversity can be best achieved by establishing specific quotas and targets and appointments will continue to be made based on merit.&amp;quot; (p. 15, if you&#039;re bored enough to check). That kinda contradicts with the &amp;quot;principle of boardroom diversity, which was first introduced into the Code in June 2010&amp;quot; mentioned on the same page, but you get it.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it should be noted that GW has been somewhat &#039;addressing&#039; things, in [[Age of Sigmar]] anyway; several human models have non-white skin tones in their official paint jobs (and most of them look laughable with it, as they&#039;re rocking classical European features. Painting grizzly white doesn&#039;t make it a polar bear, you know), there&#039;s black Sigmarines and at least one black Ultramarine, there&#039;s more than one model for a Sigmarine woman, and in the early days of AoS, the most promoted faction other than Sigmarines and Khorne was the mostly female [[Sylvaneth]] led by [[Everqueen|Alarielle the Everqueen]].  Meanwhile, [https://spikeybits.com/2017/10/female-representation-40k.html GW has promised on social media to &amp;quot;improve female representation&amp;quot; in 40k], specifically referring to reducing &amp;quot;boob-plate&amp;quot; in the miniature line and artwork (which may have factored into the decision to cover up - and bulk up - the Sister Repentia in 8th edition).&lt;br /&gt;
&lt;br /&gt;
That said, it isn&#039;t all rosy of course; [[Age of Sigmar|Age of Smegmar]] 2e has a female Stormcast Eternal with warning-coloration hair done up in a [https://encyclopediadramatica.rs/Trigglypuff Trigglypuff-tier] mohawk on the front cover of the BRB, though that might not be anything other than garish visual design.  The Daughters of Khaine &#039;&#039;could&#039;&#039; also be viewed as a caricature of radical feminists, being a violently misandric society where the men are literally slaves to the women... or it could be because they&#039;re [[Drow]] with the serial numbers filed of. On the 40k side, [[Gav Thorpe]] wrote a recent book, &#039;&#039;Imperator: Wrath of the Omnissiah&#039;&#039;, with a Magos who &amp;quot;does not identify as male or female&amp;quot;. While this makes some sense - the Mechanicus shuns the flesh, which would presumably include gender roles - it generated a good amount of [[skub]] due to this new gender dynamic, the use of recently invented gender pronouns, how they fit into the universe, and whether or not this written in an attempt to pander to SJWs or a sign that Gav Thorpe has become one. It should be noted that, like many GW/Black Library writers, Gav Thorpe&#039;s content is by no means 100% great reads, and this might just be a case of him finding a character interesting, political views aside, and writing them very badly.&lt;br /&gt;
&lt;br /&gt;
==What do???==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nothing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s your hobby, and at day&#039;s end, any changes you make to doing what you love and loving what you do should be ultimately &#039;&#039;your&#039;&#039; decision. Don&#039;t care so much about what other people think, let alone some fanbrats and/or political brainlets who probably don&#039;t even give a shit about it to begin with. Anyone who DOES care enough about diverse characters and settings will eventually take matters into their own hands and [[Homebrew|brew some up]] [[Get shit done|themselves]], as they should. Half the fun of Warhammer is [[Your dudes|making your armies your own]] anyway, like most tabletop games, so why wait for GW to change?&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;wrong&#039;&#039; response (and this is almost always true, by the way), is to insult the fans for liking something they don&#039;t like. But hey, whatchagonnado? &amp;quot;Pretending to be offended&amp;quot; can cut &#039;&#039;&#039;both&#039;&#039;&#039; ways, and complaining about people liking something you don&#039;t like is [[Twilight|almost]] [[Drizzt|as]] [[Ironclaw|popular]] [[The End Times|here]] as [[Grognard|complaining about people &#039;&#039;not&#039;&#039; liking something you love]]. And as long as someone makes their dudes &amp;quot;wrong,&amp;quot; [[That Guy|&#039;&#039;someone&#039;&#039;]] will always be yelling.&lt;br /&gt;
&lt;br /&gt;
Yet again, &#039;&#039;like most of the internet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So weigh your options and pick your battles wisely, because God knows these chucklefucks won&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Do They Have a Point?==&lt;br /&gt;
&lt;br /&gt;
===TL;DR:===&lt;br /&gt;
&#039;&#039;&#039;It&#039;s complicated.&#039;&#039;&#039; Many of the points the SJWs raise aren&#039;t incorrect in themselves, &#039;&#039;but&#039;&#039; they are often distorted by proponents and detractors alike to further their respective agendas. Regardless of your stance on the social issues in dispute, keep in mind that it&#039;s not black-and-white and the goal is change rather than destruction.&lt;br /&gt;
&lt;br /&gt;
===The long version===&lt;br /&gt;
While the term represents legitimate grievances and real issues, as hinted earlier &amp;quot;SJW&amp;quot; has also seen use as a snarl word by people on the right to shut down arguments, regardless of any merit they might have. This snarl creates a crude caricature of modern leftists to smear a rather large body of people (e.g. lumping said leftists with liberals, even though not all liberals are left-wing and may participate in said smears themselves), misrepresenting any position left of the &amp;quot;snarler&amp;quot; as a threat to any cultural aspect you can think of (like say, entertainment and gaming). Sometimes it doesn&#039;t matter if the SJWs in question (or their supposed position) are even partly real, or just convenient caricatures up to and including the most blatant trolls. This use of the term is especially true of those on the [[/pol/]] side when they don&#039;t want to scare the normies - or at least let the caricatures do the work for them. After all, who&#039;s gonna pay attention to someone when they or their views are successfully cast as &amp;quot;[[That Guy|rocking the boat?]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some fiction &#039;&#039;does&#039;&#039; have problematic elements, and all fiction has a certain degree of subtext woven into it (intentionally or not) by its creators and/or the general worldview of the day. For example, in a lot of 1950s fiction, female characters would usually be sidelined to supporting roles such as home keeper, while a male protagonist would be the guy who took charge and get shit done - even in a science fiction setting where many futurists would have speculated that women would take a greater active role in future society. Most times, writers consider the way things are done where they&#039;re from to be the way things &amp;quot;should&amp;quot; be, unless they&#039;re exploring a &amp;quot;what if&amp;quot; scenario or criticism of an aspect of their society. Tropes built around the worldview of a generation persist into the next and often serve as the foundation for that generation&#039;s works - it&#039;s part of human nature for people to write what they know, take their worldview for granted and/or follow the leader without considering the implications.&lt;br /&gt;
&lt;br /&gt;
Though such tropes &#039;&#039;can&#039;&#039; serve as useful indicators of the author&#039;s beliefs and/or the cultural zeitgeist, many of these tropes also do not age well, becoming discredited in some fashion as society and attitudes towards history change over time; a fair number of MST3K episodes snark at this. Understanding how this process works, and the ramifications thereof, is a perfectly valid approach to identify problematic matters and address them in future works. This has far more practical applications than trying to be as inoffensive as possible merely for the sake of it, which often does the subject matter(s) a disservice - it is frequently an exercise in futility, and besides that, context is key. One series having [[Fantasy Armor|metal bikini armor]] is not a problem (especially if its general tone is tongue firmly in cheek), but when that becomes the norm even in more serious works, especially without justification, then it&#039;s become an issue.&lt;br /&gt;
&lt;br /&gt;
Furthermore, acknowledging problematic elements in a work is not the same as a condemnation of its quality or wanting it censored because of that (usually) comparatively small element - this assumption is a classic Hanlon&#039;s Razor scenario, assuming malice where at worst stupidity may exist. The presence of certain views or &amp;quot;biases&amp;quot; in a work doesn&#039;t mean that the modern reader will instantly like or adopt said views. No one is immune to propaganda, but reading Atlas Shrugged doesn&#039;t automatically make you an individualist; being a fan of the Imperium of Man doesn&#039;t make you a militaristic theocracy advocate, reading The Lord of the Rings does not automatically make you a monarchist, and so on. Aside from tarring all people with the same brush as being easily impressionable morons, that&#039;s mostly putting the cart before the horse and attacking symptoms rather than the actual cause, i.e. what would lead someone to seek reinforcement of that particular worldview via reading or producing fiction, for instance - [[Skub|a nuanced topic that would take up a page on its own and isn&#039;t likely to be done real justice here]]. &lt;br /&gt;
&lt;br /&gt;
There are numerous reasons why there&#039;s &amp;quot;pandering&amp;quot; in /tg/ media, beyond the points discussed above. For one, many companies want to broaden their consumer base by taking in new demographics. As the world gets interconnected and as society becomes more diverse, there is an increasing demand by people who aren&#039;t heterosexual white men to see people who aren&#039;t heterosexual white men in Western media, be it as the hero, getting the girl/guy, or &amp;quot;just&amp;quot; being more than a sidekick (matters of representation and diversity in non-Western media - such as China&#039;s film industry or India&#039;s Bollywood - and related questions of double standards/selective outrage in the complaints are [[Skub|something that would warrant several paragraphs, if not their own page]]). Putting all your eggs in the established core demographic basket can be as disastrous as trying to appeal to a new demographic at the expense of that initial base (AKA &amp;quot;biting the hand that feeds you&amp;quot;). For example, the former was a contributing factor in the [[/co/|Comics Crash of 1996]], focusing too much on the established fanbase at the expense of bringing in new ones by (for example) abandoning magazine stands for comic stores, only to lose it all when they failed to appeal successfully to either while driving much of that old fanbase away.&lt;br /&gt;
&lt;br /&gt;
The &#039;threat&#039; to any given body of work, much less works within the domain of our hobby, does not lie merely in conflicts between people with different political views, but more often in foolish mass-marketing mandates. And when those politics themselves become mass-marketed, the parasitic corporate practices it enables, along with framing the matter as one of a dichotomous nature - be it unintentionally, actively, dishonestly, and/or otherwise - provides further ammo to the &amp;quot;fringe&amp;quot; ideologues involved, supporters and detractors alike, that they may continue their never ending game of philosophical sportsball, and only the most short-sighted and/or fanatical sorts, especially &amp;quot;SJWs&amp;quot;, consider that to be a good result.&lt;br /&gt;
&lt;br /&gt;
Thankfully, some solutions are straightforward; there is absolutely no reason that you could not make the the Inquisitor in your Warhammer 40,000 campaign [[Mordecai_Toth|black]]. In the typical Tolkien-knockoff fantasy settings, you can (depending on how cosmopolitan or travel-allowing the setting is) include a few black characters, and the bare minimum requirement is a sentence to the effect of &amp;quot;their parents were from a distant land where humans look a bit different&amp;quot; (though Tolkien himself had ethnic diversity among humanity in his setting; the Drúedain people of LotR were non-white and opposed Sauron, while there were those among the Free Peoples who knowingly or unknowingly aided Sauron). Population dynamics, such as the oft-cited 1:1 ratio of male-to-female, suggest that there needs to be a pretty good reason NOT have a mix of characters (such as an epidemic that only effects males or females). The lack of LGBTQ+ people is often a point of contention, as it is very difficult to calculate the actual number in any population, given the inherent dangers in certain regions and the vagueness of personal gender/sexual identification. Adding said characters if they&#039;re written well and fit the story is, in general, a positive and just good business, especially for those who are transparent about the reasoning behind their works.&lt;br /&gt;
&lt;br /&gt;
The problems arise with executives and other figureheads who don&#039;t know any better: some only care about lining their own pockets, and engage in the usual out-of-touch appealing to what the kids are into today without understanding the how and why of it; others fail to distinguish between diversity and tokenism as a result of pushing an agenda-based quota; and still others use the work to push their views and beliefs onto others, the latter two groups ignoring that their franchises are sold to people and not reductive demographic abstractions. Then there are the marketers and PR representatives who encourage this behavior in the vain hope that &amp;quot;new demographics&amp;quot; will eat it up no matter what; when this is almost inevitably proven wrong, they will double down on the pandering, which alienates those who support the view represented by not giving them what they actually wanted while further souring those who don&#039;t endorse said view.&lt;br /&gt;
&lt;br /&gt;
When further combined with the tendency of sensationalist media outlets to lionize or demonize whoever they have to in order to meet their given slant&#039;s quota, as well as the presence of astroturfing and other means of manufacturing outrage in support of or against said slants, you have the recipe for a failed market or a doomed franchise at best. In a worst-case scenario, you end up creating a new set of problematic cliches and stereotypes. That the majority of fiction is political in some shape or form &#039;&#039;&#039;&#039;&#039;does not&#039;&#039;&#039;&#039;&#039; absolve writers of their responsibility to skillfully and properly handle what, if any, politics they acknowledge, lest we get propaganda masquerading as entertainment - and the groups they&#039;re expecting to eat that kind of slop up may very well be the first to notice.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[/pol/]] - /pol/ is the largest face of the &amp;quot;alt-right&amp;quot;, the yang to the SJW&#039;s left-leaning yin... if the analogy works when one side makes a habit of acting scummier as a matter of principle, and often go out of their way to one-up any bad action they see, without the excuse of at least having a good cause to hide behind. They &#039;&#039;pretty much&#039;&#039; run on the same fuel, shot-for-shot, but /pol/ uses skewed far-right principles instead. Exudes a very similar rage to their perceived enemies, but it has a chance of ranging from hilarious, to the pot calling the kettle black, to &amp;quot;[[Edgy|Hitler did nothing wrong]]&amp;quot; (lets be honest, it&#039;s mostly the last one these days).&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411113</id>
		<title>SJW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411113"/>
		<updated>2020-06-27T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Meaning */&lt;/p&gt;
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&lt;div&gt;{{editwar}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
{{fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{delete|This is possibly the biggest lightning rod of shitposts on the site, so either permanently protect this accursed thing or make it so nobody can blather on about it ever again.}}&lt;br /&gt;
{{Topquote|The only way to win is to not read the crazy, and just fap and/or shlick to the pictures.|[[/d/]]}}&lt;br /&gt;
{{Topquote|People love to pretend they&#039;re offended.|Matt Groening}}&lt;br /&gt;
{{Topquote|Whoever fights monsters should see to it that in the process he does not become a monster.|Friedrich Nietzsche}}&lt;br /&gt;
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== Meaning ==&lt;br /&gt;
[[Skub]]&#039;s final form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SJW&#039;&#039;&#039; stands for &#039;&#039;&#039;Social Justice Warrior&#039;&#039;&#039;, a term originated in the late &#039;90s to mid-2000&#039;s, where it was originally more neutral and meant to refer to ardent or outspoken advocates of social change, usually for &#039;furthering&#039; civil rights. This generally meant someone who demanded that all races, genders, sexuality... any group where members can&#039;t leave voluntarily be represented in media and treated with equal respect.&lt;br /&gt;
&lt;br /&gt;
Nowadays, it has a less-than-savory connotation, especially to people within 4chan (&#039;&#039;especially&#039;&#039; [[/pol/]] and /v/ - the lattermost is a partial by-product of the GamerGate shenanigans). The modern usage of SJW refers largely to the (usually but not always) left wing group of people who demand that media and society be inclusive and inoffensive (in practice, usually only to groups said SJW is a part of and those whose beliefs align with them) before all else, basically trying to police all media and, by proxy, the rest of society.&lt;br /&gt;
&lt;br /&gt;
SJWs also tend to chuck that aforementioned respect out the airlock as they prioritize looking and feeling &amp;quot;good&amp;quot; over actually doing good, like most zealots. They frequently employ simplistic and/or ahistorical analysis that could wring both tears and rage from any fa/tg/uy&#039;s inner history buff (and not just the ones with military vehicle fetishes, either). Such piping hot takes also open them up to &amp;quot;easy debunking&amp;quot; - often by a mix of opportunists looking for an easy &#039;gotcha&#039;, /pol/acks looking for an easy triggering or (perhaps most rarely) people who actually studied their shit, with bonus points if said people are left of center and/or themselves part of said minorities on whose behalf the SJWs pull this shit, even as they speak over them. Of course, the debunking may itself be poorly researched - most political discussions set the bar amazingly low, if you hadn&#039;t guessed.  Many SJWs also practice the double standard of selective outrage (attacking a particular person or group over what they said or did, but glossing over similar behavior from other groups - bonus points if the latter group is one the &amp;quot;rager&amp;quot; is part of and/or claiming to defend). &lt;br /&gt;
&lt;br /&gt;
In short, it&#039;s associated with activists that advocate a a view of progressive societal change that non-progressives and sometimes even progressive groups, like feminists and minority activists, perceive to be ostracizing, harmful or unnecessary.  This being mostly subjective is why the definition is so [[skub|contentious]] to begin with.&lt;br /&gt;
&lt;br /&gt;
Expect Social Justice Warriors to show up or at least be mentioned anytime some combination of the following occurs:&lt;br /&gt;
&lt;br /&gt;
*A) a popular figure does or says something considered offensive, whether legitimately so or otherwise;&lt;br /&gt;
*B) some asshole&#039;s trying to shut up people they&#039;re being rude to;&lt;br /&gt;
*C) someone is &#039;&#039;harmlessly&#039;&#039; being a bit less politically correct than people want them to; &lt;br /&gt;
*D) someone is being &#039;&#039;far less&#039;&#039; politically correct than the situation warrants; or&lt;br /&gt;
*E) there isn&#039;t enough presentation in a work for ethno-social groups that are already infinitesimal to begin with.&lt;br /&gt;
&lt;br /&gt;
On that note, feel free to play a drinking game where you take a shot each time [[Nazi|Godwin&#039;s Law]] is invoked, and be sure to bid your liver farewell before hand.&lt;br /&gt;
&lt;br /&gt;
Expect the affected thread and any other nearby discussion to be derailed in short order; this is becoming more and more frequent on /tg/ lately as hobbies like [[Magic: The Gathering|MTG]] and [[Warhammer 40k]] are being subjected to changes that are viewed as &amp;quot;progressive&amp;quot; and generate unholy waves of skub. This often appears in the forms of users being accused of bigotry for either not checking off enough &amp;quot;oppressed minority&amp;quot; checkboxes in character creation, or else portraying certain groups too positively. The sources are generally either the usual crowd of trolls and shit stirrers, or else actual morons who want to show off their &#039;good guy&#039; badges - aka virtue signalling - and miss the point of their ideals entirely. Naturally, most people who hold similar views prefer to voice them only when appropriate to do so, and outside of the &amp;quot;radical&amp;quot; fringe, they differ from the average fa/tg/uy only by the presence of a few things they think tabletop games could be better at doing.&lt;br /&gt;
&lt;br /&gt;
This can and does often lead to rifts in communities, fanbases and franchises, with creators (most often independent ones) facing harassment and death threats, and any legitimate criticisms are almost immediately lost in the mix of mob mentality - just like most of the internet.&lt;br /&gt;
&lt;br /&gt;
There are plenty of examples, but the average fa/tg/uy is unlikely to care about most of them outside of the few relevant ones discussed further below.&lt;br /&gt;
&lt;br /&gt;
== ...so why is this a big deal again? ==&lt;br /&gt;
The crux of the problem is that SJWs act as &amp;quot;moral guardians&amp;quot; to popular culture. Previous moral panics, such as the hysteria surrounding hip-hop, rock music and (most relevantly) tabletop games such as [[Dungeons &amp;amp; Dragons]] ever since each medium&#039;s creation, were driven by people who claimed to be protecting their children from the &amp;quot;evils&amp;quot; within certain works, as well as seeing enemies under every rock or choosing to die on hills that are ultimately of no consequence.&lt;br /&gt;
&lt;br /&gt;
To use pen-and-paper RPGs as an example, the mostly-Christian right-wingers of the late 70s believed them to be [[Heresy|a gateway to devil worship and eternal damnation]] because of a misunderstanding. Some of the game developers lifted elements from real-life occultism and black magic practices for themes and stories, which was mistaken for trying to promote these practices - despite Gary Gygax, D&amp;amp;D&#039;s co-creator, being a known Jehovah&#039;s Witness. The response to this huge outcry mostly consisted of renaming or remodeling a bunch of shit (e.g. [[demon]]s and [[devil]]s were now Tanar&#039;ri and Baatezu and in-universe occult symbols were redesigned). More concerning were a few murders and suicides by known players (the mother of James Dallas Egbert III - James being one of the people who committed suicide - even blamed D&amp;amp;D for her son&#039;s death).  While it sounds ridiculous in hindsight, DnD had yet to gain the traction it currently has and coupled with some groups considering the murderers and people who committed suicide the face of the games, the games were nearly damned by association.  &lt;br /&gt;
&lt;br /&gt;
For more details on that sad, stupid time outlined above, see [[Satanic Panic]].&lt;br /&gt;
&lt;br /&gt;
Where most moral panics in America are often attributed and traced back to said older outspoken conservative Christians, with SJWs it&#039;s different - they are generally younger, left-leaning and are either affiliated with new-age religions or atheists (the latter often alongside being anti-religious - ironically, mostly singling out Christianity).  While many espouse lefty-hippie ideas of acceptance and inclusiveness, many have turned from simply promoting acceptance of varied interests, lifestyles, and hobbies to policing them for proper behavior and raising hell when they find something they don&#039;t like.  Maybe it&#039;s too objectifying, maybe it&#039;s not inclusive or diverse enough, maybe it portrays a group they disagree with in too positive a manner or a group they do like in too negative a manner; either way, it is promoting bigotry and bad behavior and must be changed accordingly. Some extreme SJWs even become bigots themselves, but with different groups targeted and a &amp;quot;tit for tat&amp;quot; approach.&lt;br /&gt;
&lt;br /&gt;
For the modern SJW, replace the religious issues with socio-political ones, pick a random issue somewhere in the Left (sometimes Far Left) using an advocacy dartboard, and you can find someone who is ready and willing to start petitions, run boycotts, and send death threats to the creators of Your Favorite Thing&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While there are many key differences, they&#039;ve joined the ranks of still-existing moral guardians before them through a combination of sheer overzealousness, hatred of particular groups, the usual co-opting by corporations who use their ideologies as a new way to promote their brands and the plentiful organizations and other third parties willing to fund attention-grabbing political actions of varying effectiveness to whatever ends they may desire, whether it be for fame, name or revenge.&lt;br /&gt;
&lt;br /&gt;
That said, compared to the Satanic Panic, any /tg/-related controversies that have occurred since then are hardly a blip on the radar (thankfully so) and are mostly centered around sporadic attempts at pandering by game developers trying to milk what is, to them, a new demographic.&lt;br /&gt;
&lt;br /&gt;
==Further Relevance to /tg/ ==&lt;br /&gt;
[[File:SJW in WOTC Staff.png|thumb|right|300px|Typical SJW delusions, seeing people who hate women in places where there are none, while simultaneously implying women are idiots.]]&lt;br /&gt;
While SJWs mostly focus on comics, movies and video games, they&#039;ve found relatively little traction on tabletop games - it&#039;s widely considered more obscure in comparison to other forms of media, thus not warranting scrutiny OR continued interest to the SJW&#039;s inner hipster. Movies are delivered as a finished product that usually cannot be tampered with, so they have to worry more about what&#039;s given to them. [[/v/|Video games]] can sometimes be modded to some extent, but are usually more at the mercy of its creators.&lt;br /&gt;
&lt;br /&gt;
However, as with any game that allows GMs and their players to [[Homebrew|make up their own shit and tailor the rules and setting to their own goddamn pleasure]], the consumers are the arbiters of what is canon or relevant in their private sessions; [[Games Workshop|the companies]] simply provide the setting these sessions take place within. The &#039;worst&#039; a given fa/tg/uy has to worry about is fits being thrown over given models, [[White Wolf|disingenuous pandering]] [[Vampire: The Masquerade|that&#039;s often mandated by higher-ups]] (sometimes enforced by devs and writers), and a loss in quality of [[Black Library|franchise fiction]] (as if [[C.S. Goto|a ton of]] [[Matt Ward|terrible franchise fiction]] isn&#039;t already out there). More on that later, though.&lt;br /&gt;
&lt;br /&gt;
Any other debates and criticisms surrounding the medium are either nearly as old as the genre itself, or else commonplace enough that it&#039;s not even exclusive to the genre anymore. [[-4 STR]] is something of an exception in this regard, given that the term originated with tabletop itself, and there has also been [[Sociopathic diplomancer gets shut the fuck down|at least one tale of an encounter with someone]] who would very much fit the stereotype. This hasn&#039;t stopped them from &#039;&#039;trying&#039;&#039;, however, to the point where numerous people in high-level positions in the development of not only [[Dungeons &amp;amp; Dragons]], but [[Pathfinder]], are viewed as part of the same ideological mindset, and supposedly believe that THE problem with D&amp;amp;D, is, of course, the fanbase itself.&lt;br /&gt;
&lt;br /&gt;
While this might seem to hold water due to the nature of tabletop and PnP games, more astute fa/tg/uys and ca/tg/irls might have already noticed the aforementioned logical fallacy with this: [[/tg/|traditional gaming]] is fundamentally an insular hobby populated predominantly by its fans, who consist of a much wider spectrum of people than stereotypes dictate. Trying to &#039;&#039;&amp;quot;mandate&amp;quot;&#039;&#039; inclusiveness and force the hobby to fit a completely different audience who has no real interest (key words) is equal to spraying napalm to put out a fire. &lt;br /&gt;
&lt;br /&gt;
Oldfags can only chuckle to themselves; the neckbeards of old saw people try to demonize or similarly alter their hobbies for [[Gary Gygax]]&#039;s entire lifetime, and know that ultimately, this crap is destined to fail just as hard as previous attempts to kill their favorite hobbies off. In turn, many gamers and self-styled movie buffs who don&#039;t understand the &amp;quot;players make the rules&amp;quot; aspect of tabletop thus fail to understand the futility of forcing roleplaying fa/tg/uys to join a &amp;quot;fight&amp;quot; that cannot threaten their fun, even in spite of the stereotype of roleplayers who define themselves solely by their hobby.&lt;br /&gt;
&lt;br /&gt;
The main reason this article exists at all is to detail the perceived threat to the hobby that defines the board and (more often) the annoyance caused by forcing unrelated political discussions on a board of people who are &#039;&#039;ideally&#039;&#039; just trying to play some damn games or otherwise mind their business.&lt;br /&gt;
&lt;br /&gt;
Y&#039;know, like most of the internet.&lt;br /&gt;
&lt;br /&gt;
===SJWs and WH40k===&lt;br /&gt;
Now, you may hear complaints about wargaming, and how it has too much [[Imperium of Man|imperialism, war crimes]], [[Exterminatus|genocide]], [[Ecclesiarchy|religious extremism]], [[Inquisition|xenophobia, abduction]], [[Cadian Shock Troops|child soldiers]], [[Daemonculaba|injury and death of minors]], [[Penitent Engine|religious mind-rape driven war machines]], [[Slaanesh|rape, drug abuse, sexual exploitation]], [[Warp|supernatural horror]], etc. etc. While not mentioned by name, you can imagine those complaints had [[Warhammer 40,000|a particular franchise in mind]]. Naturally, you can also imagine the lengths they went to in order to [[Derp|completely ignore]] [[Grimdark|the entire air of black vs. black morality within the setting itself]] (with shades of super-dark grey if you&#039;re feeling [[Salamanders|gene]][[Tau|rous]]).&lt;br /&gt;
&lt;br /&gt;
The three most common complaints about Warhammer 40,000 are usually: the absence of [[Female Space Marines]]; the [[Sisters of Battle]] having boob plates; and - tied for third - how 40k models and art seldom depicted non-Sisters of Battle women and non-white humans, despite lore containing multiple, numerous easily-found examples to the contrary.&lt;br /&gt;
&lt;br /&gt;
Here is a handy quick-list of refutations, to make everyone&#039;s lives a little easier:&lt;br /&gt;
&lt;br /&gt;
#Warhammer 40,000 originated as an ironic parody of hard-right authoritarianism, born out of the explosion of progressive UK Sci-Fi and Fantasy that erupted as a reaction to [[Ghazghkull Mag Uruk Thraka|Margaret Thatcher]]&#039;s policies of moral regulation and strong executive power (as well as all the other shit that happened in then-living memory during the 20th Century). Warhammer 40k took the piss out of the conservative UK government in the same way &#039;&#039;2000AD&#039;&#039; did, via satire and cautionary tales - this context has been lost over time with the growing popularity of the game, the growth of the company itself, and how the right-leaning political climate being satirized is no longer dominant in the UK (Margaret Thatcher herself also &#039;&#039;died&#039;&#039; several years go) while its current political climate is an entirely different beast.&lt;br /&gt;
#Anyone who actually reads the fluff knows that the Imperium as a body doesn&#039;t care about sex or race on that level, because the encroaching forces of [[grimdark]] make any form of discrimination impractical. Women and other minorities regularly participate in every level of Imperial society. The lack of female models is a semi-regular issue that ends up at the feet of GW, who already get enough shit from pearl-clutching moral guardians about [[Hot Chicks|Sisters Repentia and Daemonettes]] to generally want to avoid gender controversy and making &amp;quot;redundant&amp;quot; models. [[Mutant|The discrimination that &#039;&#039;does&#039;&#039; happen in the Imperium]] has some credible backing, in that the Imperium is an empire of semi-justified zealots: mutation is a common symptom of exposure to [[Chaos]] or [[Genestealer|other very bad things,]] so they figure it&#039;s best to not take chances.&lt;br /&gt;
#:Female Space Marines also have a well-defined fluff reason for not existing: recent lore stated there were in-universe attempts that failed badly enough to warrant discontinuing them. And of the section of the actual playerbase that clamors for female Marines, you can guess how many do so [[Rule 63|with impure intent.]] At any rate, important characters have a higher percentage of female or LBGTQ+ representation than expendable meatgrinder characters. This goes for both old characters like Yarrick (revealed to be gay) and new characters like Arch Magos Exasus (who is non-binary).&lt;br /&gt;
#Until recently, GW was also [[Commorragh Slaves|terrible at sculpting female characters in most cases]]; the Sisters of Battle were a rare exception for years, and that&#039;s likely &#039;&#039;because&#039;&#039; they&#039;re just power-armored humans with boobplate.&lt;br /&gt;
#GW so rarely listened to their own customers that complaining wouldn&#039;t have changed shit no matter how obvious the problem was. Nowadays there is a MUCH better chance for more fan-interaction, but there you go: anyone looking for change should be taking it up with GW, not Warhammer fans.&lt;br /&gt;
#When it comes to racial representation, they&#039;ve previously said that their idea was for humanity in 40k to be as ethnically and physically diverse as they are across Earth in real-life. GW said the reason for having majority white people in the art was because the early art teams were small and made art of what they knew (the UK is still populated by 95% white people, although interestingly where GW is in Nottingham is nowadays only about 65% white), and this pattern just became an unthinking habit. This is typical of a lot of fantasy work, which is often based on history or mythology from Europe or Asia where lighter skin colors are believed more common. While it is discriminatory, it&#039;s &#039;unconscious bigotry&#039; as opposed to GW being actively malicious. [[Image:5zft MoOz3I.jpg|thumb|right|200px|It begins!]]&lt;br /&gt;
#Every Warhammer Fantasy and 40k player knows that GW is simply [[End Times|bad]] [[Abaddon|at]] [[Matt Ward|making]] [[C.S. Goto|writing]] [[Storm of Chaos|decisions]]. Asking for well-written &#039;&#039;anyone&#039;&#039; from GW is like praying for a miracle. Furthermore, some of the most interesting characters in Fantasy were female, and got written out of canon as the years went on, so best believe the fans were already outraged over that.&lt;br /&gt;
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If you read GW&#039;s Annual report: 2015-16, you&#039;ll find there were complaints about most of the staff being male even back then. To GW&#039;s credit, they answered: &amp;quot;The Company does not consider that diversity can be best achieved by establishing specific quotas and targets and appointments will continue to be made based on merit.&amp;quot; (p. 15, if you&#039;re bored enough to check). That kinda contradicts with the &amp;quot;principle of boardroom diversity, which was first introduced into the Code in June 2010&amp;quot; mentioned on the same page, but you get it.&lt;br /&gt;
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On the other hand, it should be noted that GW has been somewhat &#039;addressing&#039; things, in [[Age of Sigmar]] anyway; several human models have non-white skin tones in their official paint jobs (and most of them look laughable with it, as they&#039;re rocking classical European features. Painting grizzly white doesn&#039;t make it a polar bear, you know), there&#039;s black Sigmarines and at least one black Ultramarine, there&#039;s more than one model for a Sigmarine woman, and in the early days of AoS, the most promoted faction other than Sigmarines and Khorne was the mostly female [[Sylvaneth]] led by [[Everqueen|Alarielle the Everqueen]].  Meanwhile, [https://spikeybits.com/2017/10/female-representation-40k.html GW has promised on social media to &amp;quot;improve female representation&amp;quot; in 40k], specifically referring to reducing &amp;quot;boob-plate&amp;quot; in the miniature line and artwork (which may have factored into the decision to cover up - and bulk up - the Sister Repentia in 8th edition).&lt;br /&gt;
&lt;br /&gt;
That said, it isn&#039;t all rosy of course; [[Age of Sigmar|Age of Smegmar]] 2e has a female Stormcast Eternal with warning-coloration hair done up in a [https://encyclopediadramatica.rs/Trigglypuff Trigglypuff-tier] mohawk on the front cover of the BRB, though that might not be anything other than garish visual design.  The Daughters of Khaine &#039;&#039;could&#039;&#039; also be viewed as a caricature of radical feminists, being a violently misandric society where the men are literally slaves to the women... or it could be because they&#039;re [[Drow]] with the serial numbers filed of. On the 40k side, [[Gav Thorpe]] wrote a recent book, &#039;&#039;Imperator: Wrath of the Omnissiah&#039;&#039;, with a Magos who &amp;quot;does not identify as male or female&amp;quot;. While this makes some sense - the Mechanicus shuns the flesh, which would presumably include gender roles - it generated a good amount of [[skub]] due to this new gender dynamic, the use of recently invented gender pronouns, how they fit into the universe, and whether or not this written in an attempt to pander to SJWs or a sign that Gav Thorpe has become one. It should be noted that, like many GW/Black Library writers, Gav Thorpe&#039;s content is by no means 100% great reads, and this might just be a case of him finding a character interesting, political views aside, and writing them very badly.&lt;br /&gt;
&lt;br /&gt;
==What do???==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Nothing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s your hobby, and at day&#039;s end, any changes you make to doing what you love and loving what you do should be ultimately &#039;&#039;your&#039;&#039; decision. Don&#039;t care so much about what other people think, let alone some fanbrats and/or political brainlets who probably don&#039;t even give a shit about it to begin with. Anyone who DOES care enough about diverse characters and settings will eventually take matters into their own hands and [[Homebrew|brew some up]] [[Get shit done|themselves]], as they should. Half the fun of Warhammer is [[Your dudes|making your armies your own]] anyway, like most tabletop games, so why wait for GW to change?&lt;br /&gt;
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The &#039;&#039;wrong&#039;&#039; response (and this is almost always true, by the way), is to insult the fans for liking something they don&#039;t like. But hey, whatchagonnado? &amp;quot;Pretending to be offended&amp;quot; can cut &#039;&#039;&#039;both&#039;&#039;&#039; ways, and complaining about people liking something you don&#039;t like is [[Twilight|almost]] [[Drizzt|as]] [[Ironclaw|popular]] [[The End Times|here]] as [[Grognard|complaining about people &#039;&#039;not&#039;&#039; liking something you love]]. And as long as someone makes their dudes &amp;quot;wrong,&amp;quot; [[That Guy|&#039;&#039;someone&#039;&#039;]] will always be yelling.&lt;br /&gt;
&lt;br /&gt;
Yet again, &#039;&#039;like most of the internet.&#039;&#039;&lt;br /&gt;
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So weigh your options and pick your battles wisely, because God knows these chucklefucks won&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Do They Have a Point?==&lt;br /&gt;
&lt;br /&gt;
===TL;DR:===&lt;br /&gt;
&#039;&#039;&#039;It&#039;s complicated.&#039;&#039;&#039; Many of the points the SJWs raise aren&#039;t incorrect in themselves, &#039;&#039;but&#039;&#039; they are often distorted by proponents and detractors alike to further their respective agendas. Regardless of your stance on the social issues in dispute, keep in mind that it&#039;s not black-and-white and the goal is change rather than destruction.&lt;br /&gt;
&lt;br /&gt;
===The long version===&lt;br /&gt;
While the term represents legitimate grievances and real issues, as hinted earlier &amp;quot;SJW&amp;quot; has also seen use as a snarl word by people on the right to shut down arguments, regardless of any merit they might have. This snarl creates a crude caricature of modern leftists to smear a rather large body of people (e.g. lumping said leftists with liberals, even though not all liberals are left-wing and may participate in said smears themselves), misrepresenting any position left of the &amp;quot;snarler&amp;quot; as a threat to any cultural aspect you can think of (like say, entertainment and gaming). Sometimes it doesn&#039;t matter if the SJWs in question (or their supposed position) are even partly real, or just convenient caricatures up to and including the most blatant trolls. This use of the term is especially true of those on the [[/pol/]] side when they don&#039;t want to scare the normies - or at least let the caricatures do the work for them. After all, who&#039;s gonna pay attention to someone when they or their views are successfully cast as &amp;quot;[[That Guy|rocking the boat?]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some fiction &#039;&#039;does&#039;&#039; have problematic elements, and all fiction has a certain degree of subtext woven into it (intentionally or not) by its creators and/or the general worldview of the day. For example, in a lot of 1950s fiction, female characters would usually be sidelined to supporting roles such as home keeper, while a male protagonist would be the guy who took charge and get shit done - even in a science fiction setting where many futurists would have speculated that women would take a greater active role in future society. Most times, writers consider the way things are done where they&#039;re from to be the way things &amp;quot;should&amp;quot; be, unless they&#039;re exploring a &amp;quot;what if&amp;quot; scenario or criticism of an aspect of their society. Tropes built around the worldview of a generation persist into the next and often serve as the foundation for that generation&#039;s works - it&#039;s part of human nature for people to write what they know, take their worldview for granted and/or follow the leader without considering the implications.&lt;br /&gt;
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Though such tropes &#039;&#039;can&#039;&#039; serve as useful indicators of the author&#039;s beliefs and/or the cultural zeitgeist, many of these tropes also do not age well, becoming discredited in some fashion as society and attitudes towards history change over time; a fair number of MST3K episodes snark at this. Understanding how this process works, and the ramifications thereof, is a perfectly valid approach to identify problematic matters and address them in future works. This has far more practical applications than trying to be as inoffensive as possible merely for the sake of it, which often does the subject matter(s) a disservice - it is frequently an exercise in futility, and besides that, context is key. One series having [[Fantasy Armor|metal bikini armor]] is not a problem (especially if its general tone is tongue firmly in cheek), but when that becomes the norm even in more serious works, especially without justification, then it&#039;s become an issue.&lt;br /&gt;
&lt;br /&gt;
Furthermore, acknowledging problematic elements in a work is not the same as a condemnation of its quality or wanting it censored because of that (usually) comparatively small element - this assumption is a classic Hanlon&#039;s Razor scenario, assuming malice where at worst stupidity may exist. The presence of certain views or &amp;quot;biases&amp;quot; in a work doesn&#039;t mean that the modern reader will instantly like or adopt said views. No one is immune to propaganda, but reading Atlas Shrugged doesn&#039;t automatically make you an individualist; being a fan of the Imperium of Man doesn&#039;t make you a militaristic theocracy advocate, reading The Lord of the Rings does not automatically make you a monarchist, and so on. Aside from tarring all people with the same brush as being easily impressionable morons, that&#039;s mostly putting the cart before the horse and attacking symptoms rather than the actual cause, i.e. what would lead someone to seek reinforcement of that particular worldview via reading or producing fiction, for instance - [[Skub|a nuanced topic that would take up a page on its own and isn&#039;t likely to be done real justice here]]. &lt;br /&gt;
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There are numerous reasons why there&#039;s &amp;quot;pandering&amp;quot; in /tg/ media, beyond the points discussed above. For one, many companies want to broaden their consumer base by taking in new demographics. As the world gets interconnected and as society becomes more diverse, there is an increasing demand by people who aren&#039;t heterosexual white men to see people who aren&#039;t heterosexual white men in Western media, be it as the hero, getting the girl/guy, or &amp;quot;just&amp;quot; being more than a sidekick (matters of representation and diversity in non-Western media - such as China&#039;s film industry or India&#039;s Bollywood - and related questions of double standards/selective outrage in the complaints are [[Skub|something that would warrant several paragraphs, if not their own page]]). Putting all your eggs in the established core demographic basket can be as disastrous as trying to appeal to a new demographic at the expense of that initial base (AKA &amp;quot;biting the hand that feeds you&amp;quot;). For example, the former was a contributing factor in the [[/co/|Comics Crash of 1996]], focusing too much on the established fanbase at the expense of bringing in new ones by (for example) abandoning magazine stands for comic stores, only to lose it all when they failed to appeal successfully to either while driving much of that old fanbase away.&lt;br /&gt;
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The &#039;threat&#039; to any given body of work, much less works within the domain of our hobby, does not lie merely in conflicts between people with different political views, but more often in foolish mass-marketing mandates. And when those politics themselves become mass-marketed, the parasitic corporate practices it enables, along with framing the matter as one of a dichotomous nature - be it unintentionally, actively, dishonestly, and/or otherwise - provides further ammo to the &amp;quot;fringe&amp;quot; ideologues involved, supporters and detractors alike, that they may continue their never ending game of philosophical sportsball, and only the most short-sighted and/or fanatical sorts, especially &amp;quot;SJWs&amp;quot;, consider that to be a good result.&lt;br /&gt;
&lt;br /&gt;
Thankfully, some solutions are straightforward; there is absolutely no reason that you could not make the the Inquisitor in your Warhammer 40,000 campaign [[Mordecai_Toth|black]]. In the typical Tolkien-knockoff fantasy settings, you can (depending on how cosmopolitan or travel-allowing the setting is) include a few black characters, and the bare minimum requirement is a sentence to the effect of &amp;quot;their parents were from a distant land where humans look a bit different&amp;quot; (though Tolkien himself had ethnic diversity among humanity in his setting; the Drúedain people of LotR were non-white and opposed Sauron, while there were those among the Free Peoples who knowingly or unknowingly aided Sauron). Population dynamics, such as the oft-cited 1:1 ratio of male-to-female, suggest that there needs to be a pretty good reason NOT have a mix of characters (such as an epidemic that only effects males or females). The lack of LGBTQ+ people is often a point of contention, as it is very difficult to calculate the actual number in any population, given the inherent dangers in certain regions and the vagueness of personal gender/sexual identification. Adding said characters if they&#039;re written well and fit the story is, in general, a positive and just good business, especially for those who are transparent about the reasoning behind their works.&lt;br /&gt;
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The problems arise with executives and other figureheads who don&#039;t know any better: some only care about lining their own pockets, and engage in the usual out-of-touch appealing to what the kids are into today without understanding the how and why of it; others fail to distinguish between diversity and tokenism as a result of pushing an agenda-based quota; and still others use the work to push their views and beliefs onto others, the latter two groups ignoring that their franchises are sold to people and not reductive demographic abstractions. Then there are the marketers and PR representatives who encourage this behavior in the vain hope that &amp;quot;new demographics&amp;quot; will eat it up no matter what; when this is almost inevitably proven wrong, they will double down on the pandering, which alienates those who support the view represented by not giving them what they actually wanted while further souring those who don&#039;t endorse said view.&lt;br /&gt;
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When further combined with the tendency of sensationalist media outlets to lionize or demonize whoever they have to in order to meet their given slant&#039;s quota, as well as the presence of astroturfing and other means of manufacturing outrage in support of or against said slants, you have the recipe for a failed market or a doomed franchise at best. In a worst-case scenario, you end up creating a new set of problematic cliches and stereotypes. That the majority of fiction is political in some shape or form &#039;&#039;&#039;&#039;&#039;does not&#039;&#039;&#039;&#039;&#039; absolve writers of their responsibility to skillfully and properly handle what, if any, politics they acknowledge, lest we get propaganda masquerading as entertainment - and the groups they&#039;re expecting to eat that kind of slop up may very well be the first to notice.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[/pol/]] - /pol/ is the largest face of the &amp;quot;alt-right&amp;quot;, the yang to the SJW&#039;s left-leaning yin... if the analogy works when one side makes a habit of acting scummier as a matter of principle, and often go out of their way to one-up any bad action they see, without the excuse of at least having a good cause to hide behind. They &#039;&#039;pretty much&#039;&#039; run on the same fuel, shot-for-shot, but /pol/ uses skewed far-right principles instead. Exudes a very similar rage to their perceived enemies, but it has a chance of ranging from hilarious, to the pot calling the kettle black, to &amp;quot;[[Edgy|Hitler did nothing wrong]]&amp;quot; (lets be honest, it&#039;s mostly the last one these days).&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411112</id>
		<title>SJW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SJW&amp;diff=411112"/>
		<updated>2020-06-27T19:49:07Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Meaning */ it can be possible for a person to leave their social class, even if not everyone does it.&lt;/p&gt;
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&lt;div&gt;{{editwar}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
{{fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{delete|This is possibly the biggest lightning rod of shitposts on the site, so either permanently protect this accursed thing or make it so nobody can blather on about it ever again.}}&lt;br /&gt;
{{Topquote|The only way to win is to not read the crazy, and just fap and/or shlick to the pictures.|[[/d/]]}}&lt;br /&gt;
{{Topquote|People love to pretend they&#039;re offended.|Matt Groening}}&lt;br /&gt;
{{Topquote|Whoever fights monsters should see to it that in the process he does not become a monster.|Friedrich Nietzsche}}&lt;br /&gt;
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== Meaning ==&lt;br /&gt;
[[Skub]]&#039;s final form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SJW&#039;&#039;&#039; stands for &#039;&#039;&#039;Social Justice Warrior&#039;&#039;&#039;, a term originated in the late &#039;90s to mid-2000&#039;s, where it was originally more neutral and meant to refer to ardent or outspoken advocates of social change, usually for &#039;furthering&#039; civil rights. This generally meant someone who demanded that all races, genders, sexuality... any group where members can&#039;t leave voluntarily be represented in media and treated with equal respect.&lt;br /&gt;
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Nowadays, it has a less-than-savory connotation, especially to people within 4chan (&#039;&#039;especially&#039;&#039; [[/pol/]] and /v/ - the lattermost is a partial by-product of the GamerGate shenanigans). The modern usage of SJW refers largely to people who demand that media and society be inclusive and inoffensive (in practice, usually only to groups said SJW is a part of and those whose beliefs align with them) before all else, basically trying to police all media and, by proxy, the rest of society.&lt;br /&gt;
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SJWs also tend to chuck that aforementioned respect out the airlock as they prioritize looking and feeling &amp;quot;good&amp;quot; over actually doing good, like most zealots. They frequently employ simplistic and/or ahistorical analysis that could wring both tears and rage from any fa/tg/uy&#039;s inner history buff (and not just the ones with military vehicle fetishes, either). Such piping hot takes also open them up to &amp;quot;easy debunking&amp;quot; - often by a mix of opportunists looking for an easy &#039;gotcha&#039;, /pol/acks looking for an easy triggering or (perhaps most rarely) people who actually studied their shit, with bonus points if said people are left of center and/or themselves part of said minorities on whose behalf the SJWs pull this shit, even as they speak over them. Of course, the debunking may itself be poorly researched - most political discussions set the bar amazingly low, if you hadn&#039;t guessed.  Many SJWs also practice the double standard of selective outrage (attacking a particular person or group over what they said or did, but glossing over similar behavior from other groups - bonus points if the latter group is one the &amp;quot;rager&amp;quot; is part of and/or claiming to defend). &lt;br /&gt;
&lt;br /&gt;
In short, it&#039;s associated with activists that advocate a a view of progressive societal change that non-progressives and sometimes even progressive groups, like feminists and minority activists, perceive to be ostracizing, harmful or unnecessary.  This being mostly subjective is why the definition is so [[skub|contentious]] to begin with.&lt;br /&gt;
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Expect Social Justice Warriors to show up or at least be mentioned anytime some combination of the following occurs:&lt;br /&gt;
&lt;br /&gt;
*A) a popular figure does or says something considered offensive, whether legitimately so or otherwise;&lt;br /&gt;
*B) some asshole&#039;s trying to shut up people they&#039;re being rude to;&lt;br /&gt;
*C) someone is &#039;&#039;harmlessly&#039;&#039; being a bit less politically correct than people want them to; &lt;br /&gt;
*D) someone is being &#039;&#039;far less&#039;&#039; politically correct than the situation warrants; or&lt;br /&gt;
*E) there isn&#039;t enough presentation in a work for ethno-social groups that are already infinitesimal to begin with.&lt;br /&gt;
&lt;br /&gt;
On that note, feel free to play a drinking game where you take a shot each time [[Nazi|Godwin&#039;s Law]] is invoked, and be sure to bid your liver farewell before hand.&lt;br /&gt;
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Expect the affected thread and any other nearby discussion to be derailed in short order; this is becoming more and more frequent on /tg/ lately as hobbies like [[Magic: The Gathering|MTG]] and [[Warhammer 40k]] are being subjected to changes that are viewed as &amp;quot;progressive&amp;quot; and generate unholy waves of skub. This often appears in the forms of users being accused of bigotry for either not checking off enough &amp;quot;oppressed minority&amp;quot; checkboxes in character creation, or else portraying certain groups too positively. The sources are generally either the usual crowd of trolls and shit stirrers, or else actual morons who want to show off their &#039;good guy&#039; badges - aka virtue signalling - and miss the point of their ideals entirely. Naturally, most people who hold similar views prefer to voice them only when appropriate to do so, and outside of the &amp;quot;radical&amp;quot; fringe, they differ from the average fa/tg/uy only by the presence of a few things they think tabletop games could be better at doing.&lt;br /&gt;
&lt;br /&gt;
This can and does often lead to rifts in communities, fanbases and franchises, with creators (most often independent ones) facing harassment and death threats, and any legitimate criticisms are almost immediately lost in the mix of mob mentality - just like most of the internet.&lt;br /&gt;
&lt;br /&gt;
There are plenty of examples, but the average fa/tg/uy is unlikely to care about most of them outside of the few relevant ones discussed further below.&lt;br /&gt;
&lt;br /&gt;
== ...so why is this a big deal again? ==&lt;br /&gt;
The crux of the problem is that SJWs act as &amp;quot;moral guardians&amp;quot; to popular culture. Previous moral panics, such as the hysteria surrounding hip-hop, rock music and (most relevantly) tabletop games such as [[Dungeons &amp;amp; Dragons]] ever since each medium&#039;s creation, were driven by people who claimed to be protecting their children from the &amp;quot;evils&amp;quot; within certain works, as well as seeing enemies under every rock or choosing to die on hills that are ultimately of no consequence.&lt;br /&gt;
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To use pen-and-paper RPGs as an example, the mostly-Christian right-wingers of the late 70s believed them to be [[Heresy|a gateway to devil worship and eternal damnation]] because of a misunderstanding. Some of the game developers lifted elements from real-life occultism and black magic practices for themes and stories, which was mistaken for trying to promote these practices - despite Gary Gygax, D&amp;amp;D&#039;s co-creator, being a known Jehovah&#039;s Witness. The response to this huge outcry mostly consisted of renaming or remodeling a bunch of shit (e.g. [[demon]]s and [[devil]]s were now Tanar&#039;ri and Baatezu and in-universe occult symbols were redesigned). More concerning were a few murders and suicides by known players (the mother of James Dallas Egbert III - James being one of the people who committed suicide - even blamed D&amp;amp;D for her son&#039;s death).  While it sounds ridiculous in hindsight, DnD had yet to gain the traction it currently has and coupled with some groups considering the murderers and people who committed suicide the face of the games, the games were nearly damned by association.  &lt;br /&gt;
&lt;br /&gt;
For more details on that sad, stupid time outlined above, see [[Satanic Panic]].&lt;br /&gt;
&lt;br /&gt;
Where most moral panics in America are often attributed and traced back to said older outspoken conservative Christians, with SJWs it&#039;s different - they are generally younger, left-leaning and are either affiliated with new-age religions or atheists (the latter often alongside being anti-religious - ironically, mostly singling out Christianity).  While many espouse lefty-hippie ideas of acceptance and inclusiveness, many have turned from simply promoting acceptance of varied interests, lifestyles, and hobbies to policing them for proper behavior and raising hell when they find something they don&#039;t like.  Maybe it&#039;s too objectifying, maybe it&#039;s not inclusive or diverse enough, maybe it portrays a group they disagree with in too positive a manner or a group they do like in too negative a manner; either way, it is promoting bigotry and bad behavior and must be changed accordingly. Some extreme SJWs even become bigots themselves, but with different groups targeted and a &amp;quot;tit for tat&amp;quot; approach.&lt;br /&gt;
&lt;br /&gt;
For the modern SJW, replace the religious issues with socio-political ones, pick a random issue somewhere in the Left (sometimes Far Left) using an advocacy dartboard, and you can find someone who is ready and willing to start petitions, run boycotts, and send death threats to the creators of Your Favorite Thing&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While there are many key differences, they&#039;ve joined the ranks of still-existing moral guardians before them through a combination of sheer overzealousness, hatred of particular groups, the usual co-opting by corporations who use their ideologies as a new way to promote their brands and the plentiful organizations and other third parties willing to fund attention-grabbing political actions of varying effectiveness to whatever ends they may desire, whether it be for fame, name or revenge.&lt;br /&gt;
&lt;br /&gt;
That said, compared to the Satanic Panic, any /tg/-related controversies that have occurred since then are hardly a blip on the radar (thankfully so) and are mostly centered around sporadic attempts at pandering by game developers trying to milk what is, to them, a new demographic.&lt;br /&gt;
&lt;br /&gt;
==Further Relevance to /tg/ ==&lt;br /&gt;
[[File:SJW in WOTC Staff.png|thumb|right|300px|Typical SJW delusions, seeing people who hate women in places where there are none, while simultaneously implying women are idiots.]]&lt;br /&gt;
While SJWs mostly focus on comics, movies and video games, they&#039;ve found relatively little traction on tabletop games - it&#039;s widely considered more obscure in comparison to other forms of media, thus not warranting scrutiny OR continued interest to the SJW&#039;s inner hipster. Movies are delivered as a finished product that usually cannot be tampered with, so they have to worry more about what&#039;s given to them. [[/v/|Video games]] can sometimes be modded to some extent, but are usually more at the mercy of its creators.&lt;br /&gt;
&lt;br /&gt;
However, as with any game that allows GMs and their players to [[Homebrew|make up their own shit and tailor the rules and setting to their own goddamn pleasure]], the consumers are the arbiters of what is canon or relevant in their private sessions; [[Games Workshop|the companies]] simply provide the setting these sessions take place within. The &#039;worst&#039; a given fa/tg/uy has to worry about is fits being thrown over given models, [[White Wolf|disingenuous pandering]] [[Vampire: The Masquerade|that&#039;s often mandated by higher-ups]] (sometimes enforced by devs and writers), and a loss in quality of [[Black Library|franchise fiction]] (as if [[C.S. Goto|a ton of]] [[Matt Ward|terrible franchise fiction]] isn&#039;t already out there). More on that later, though.&lt;br /&gt;
&lt;br /&gt;
Any other debates and criticisms surrounding the medium are either nearly as old as the genre itself, or else commonplace enough that it&#039;s not even exclusive to the genre anymore. [[-4 STR]] is something of an exception in this regard, given that the term originated with tabletop itself, and there has also been [[Sociopathic diplomancer gets shut the fuck down|at least one tale of an encounter with someone]] who would very much fit the stereotype. This hasn&#039;t stopped them from &#039;&#039;trying&#039;&#039;, however, to the point where numerous people in high-level positions in the development of not only [[Dungeons &amp;amp; Dragons]], but [[Pathfinder]], are viewed as part of the same ideological mindset, and supposedly believe that THE problem with D&amp;amp;D, is, of course, the fanbase itself.&lt;br /&gt;
&lt;br /&gt;
While this might seem to hold water due to the nature of tabletop and PnP games, more astute fa/tg/uys and ca/tg/irls might have already noticed the aforementioned logical fallacy with this: [[/tg/|traditional gaming]] is fundamentally an insular hobby populated predominantly by its fans, who consist of a much wider spectrum of people than stereotypes dictate. Trying to &#039;&#039;&amp;quot;mandate&amp;quot;&#039;&#039; inclusiveness and force the hobby to fit a completely different audience who has no real interest (key words) is equal to spraying napalm to put out a fire. &lt;br /&gt;
&lt;br /&gt;
Oldfags can only chuckle to themselves; the neckbeards of old saw people try to demonize or similarly alter their hobbies for [[Gary Gygax]]&#039;s entire lifetime, and know that ultimately, this crap is destined to fail just as hard as previous attempts to kill their favorite hobbies off. In turn, many gamers and self-styled movie buffs who don&#039;t understand the &amp;quot;players make the rules&amp;quot; aspect of tabletop thus fail to understand the futility of forcing roleplaying fa/tg/uys to join a &amp;quot;fight&amp;quot; that cannot threaten their fun, even in spite of the stereotype of roleplayers who define themselves solely by their hobby.&lt;br /&gt;
&lt;br /&gt;
The main reason this article exists at all is to detail the perceived threat to the hobby that defines the board and (more often) the annoyance caused by forcing unrelated political discussions on a board of people who are &#039;&#039;ideally&#039;&#039; just trying to play some damn games or otherwise mind their business.&lt;br /&gt;
&lt;br /&gt;
Y&#039;know, like most of the internet.&lt;br /&gt;
&lt;br /&gt;
===SJWs and WH40k===&lt;br /&gt;
Now, you may hear complaints about wargaming, and how it has too much [[Imperium of Man|imperialism, war crimes]], [[Exterminatus|genocide]], [[Ecclesiarchy|religious extremism]], [[Inquisition|xenophobia, abduction]], [[Cadian Shock Troops|child soldiers]], [[Daemonculaba|injury and death of minors]], [[Penitent Engine|religious mind-rape driven war machines]], [[Slaanesh|rape, drug abuse, sexual exploitation]], [[Warp|supernatural horror]], etc. etc. While not mentioned by name, you can imagine those complaints had [[Warhammer 40,000|a particular franchise in mind]]. Naturally, you can also imagine the lengths they went to in order to [[Derp|completely ignore]] [[Grimdark|the entire air of black vs. black morality within the setting itself]] (with shades of super-dark grey if you&#039;re feeling [[Salamanders|gene]][[Tau|rous]]).&lt;br /&gt;
&lt;br /&gt;
The three most common complaints about Warhammer 40,000 are usually: the absence of [[Female Space Marines]]; the [[Sisters of Battle]] having boob plates; and - tied for third - how 40k models and art seldom depicted non-Sisters of Battle women and non-white humans, despite lore containing multiple, numerous easily-found examples to the contrary.&lt;br /&gt;
&lt;br /&gt;
Here is a handy quick-list of refutations, to make everyone&#039;s lives a little easier:&lt;br /&gt;
&lt;br /&gt;
#Warhammer 40,000 originated as an ironic parody of hard-right authoritarianism, born out of the explosion of progressive UK Sci-Fi and Fantasy that erupted as a reaction to [[Ghazghkull Mag Uruk Thraka|Margaret Thatcher]]&#039;s policies of moral regulation and strong executive power (as well as all the other shit that happened in then-living memory during the 20th Century). Warhammer 40k took the piss out of the conservative UK government in the same way &#039;&#039;2000AD&#039;&#039; did, via satire and cautionary tales - this context has been lost over time with the growing popularity of the game, the growth of the company itself, and how the right-leaning political climate being satirized is no longer dominant in the UK (Margaret Thatcher herself also &#039;&#039;died&#039;&#039; several years go) while its current political climate is an entirely different beast.&lt;br /&gt;
#Anyone who actually reads the fluff knows that the Imperium as a body doesn&#039;t care about sex or race on that level, because the encroaching forces of [[grimdark]] make any form of discrimination impractical. Women and other minorities regularly participate in every level of Imperial society. The lack of female models is a semi-regular issue that ends up at the feet of GW, who already get enough shit from pearl-clutching moral guardians about [[Hot Chicks|Sisters Repentia and Daemonettes]] to generally want to avoid gender controversy and making &amp;quot;redundant&amp;quot; models. [[Mutant|The discrimination that &#039;&#039;does&#039;&#039; happen in the Imperium]] has some credible backing, in that the Imperium is an empire of semi-justified zealots: mutation is a common symptom of exposure to [[Chaos]] or [[Genestealer|other very bad things,]] so they figure it&#039;s best to not take chances.&lt;br /&gt;
#:Female Space Marines also have a well-defined fluff reason for not existing: recent lore stated there were in-universe attempts that failed badly enough to warrant discontinuing them. And of the section of the actual playerbase that clamors for female Marines, you can guess how many do so [[Rule 63|with impure intent.]] At any rate, important characters have a higher percentage of female or LBGTQ+ representation than expendable meatgrinder characters. This goes for both old characters like Yarrick (revealed to be gay) and new characters like Arch Magos Exasus (who is non-binary).&lt;br /&gt;
#Until recently, GW was also [[Commorragh Slaves|terrible at sculpting female characters in most cases]]; the Sisters of Battle were a rare exception for years, and that&#039;s likely &#039;&#039;because&#039;&#039; they&#039;re just power-armored humans with boobplate.&lt;br /&gt;
#GW so rarely listened to their own customers that complaining wouldn&#039;t have changed shit no matter how obvious the problem was. Nowadays there is a MUCH better chance for more fan-interaction, but there you go: anyone looking for change should be taking it up with GW, not Warhammer fans.&lt;br /&gt;
#When it comes to racial representation, they&#039;ve previously said that their idea was for humanity in 40k to be as ethnically and physically diverse as they are across Earth in real-life. GW said the reason for having majority white people in the art was because the early art teams were small and made art of what they knew (the UK is still populated by 95% white people, although interestingly where GW is in Nottingham is nowadays only about 65% white), and this pattern just became an unthinking habit. This is typical of a lot of fantasy work, which is often based on history or mythology from Europe or Asia where lighter skin colors are believed more common. While it is discriminatory, it&#039;s &#039;unconscious bigotry&#039; as opposed to GW being actively malicious. [[Image:5zft MoOz3I.jpg|thumb|right|200px|It begins!]]&lt;br /&gt;
#Every Warhammer Fantasy and 40k player knows that GW is simply [[End Times|bad]] [[Abaddon|at]] [[Matt Ward|making]] [[C.S. Goto|writing]] [[Storm of Chaos|decisions]]. Asking for well-written &#039;&#039;anyone&#039;&#039; from GW is like praying for a miracle. Furthermore, some of the most interesting characters in Fantasy were female, and got written out of canon as the years went on, so best believe the fans were already outraged over that.&lt;br /&gt;
&lt;br /&gt;
If you read GW&#039;s Annual report: 2015-16, you&#039;ll find there were complaints about most of the staff being male even back then. To GW&#039;s credit, they answered: &amp;quot;The Company does not consider that diversity can be best achieved by establishing specific quotas and targets and appointments will continue to be made based on merit.&amp;quot; (p. 15, if you&#039;re bored enough to check). That kinda contradicts with the &amp;quot;principle of boardroom diversity, which was first introduced into the Code in June 2010&amp;quot; mentioned on the same page, but you get it.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it should be noted that GW has been somewhat &#039;addressing&#039; things, in [[Age of Sigmar]] anyway; several human models have non-white skin tones in their official paint jobs (and most of them look laughable with it, as they&#039;re rocking classical European features. Painting grizzly white doesn&#039;t make it a polar bear, you know), there&#039;s black Sigmarines and at least one black Ultramarine, there&#039;s more than one model for a Sigmarine woman, and in the early days of AoS, the most promoted faction other than Sigmarines and Khorne was the mostly female [[Sylvaneth]] led by [[Everqueen|Alarielle the Everqueen]].  Meanwhile, [https://spikeybits.com/2017/10/female-representation-40k.html GW has promised on social media to &amp;quot;improve female representation&amp;quot; in 40k], specifically referring to reducing &amp;quot;boob-plate&amp;quot; in the miniature line and artwork (which may have factored into the decision to cover up - and bulk up - the Sister Repentia in 8th edition).&lt;br /&gt;
&lt;br /&gt;
That said, it isn&#039;t all rosy of course; [[Age of Sigmar|Age of Smegmar]] 2e has a female Stormcast Eternal with warning-coloration hair done up in a [https://encyclopediadramatica.rs/Trigglypuff Trigglypuff-tier] mohawk on the front cover of the BRB, though that might not be anything other than garish visual design.  The Daughters of Khaine &#039;&#039;could&#039;&#039; also be viewed as a caricature of radical feminists, being a violently misandric society where the men are literally slaves to the women... or it could be because they&#039;re [[Drow]] with the serial numbers filed of. On the 40k side, [[Gav Thorpe]] wrote a recent book, &#039;&#039;Imperator: Wrath of the Omnissiah&#039;&#039;, with a Magos who &amp;quot;does not identify as male or female&amp;quot;. While this makes some sense - the Mechanicus shuns the flesh, which would presumably include gender roles - it generated a good amount of [[skub]] due to this new gender dynamic, the use of recently invented gender pronouns, how they fit into the universe, and whether or not this written in an attempt to pander to SJWs or a sign that Gav Thorpe has become one. It should be noted that, like many GW/Black Library writers, Gav Thorpe&#039;s content is by no means 100% great reads, and this might just be a case of him finding a character interesting, political views aside, and writing them very badly.&lt;br /&gt;
&lt;br /&gt;
==What do???==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nothing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s your hobby, and at day&#039;s end, any changes you make to doing what you love and loving what you do should be ultimately &#039;&#039;your&#039;&#039; decision. Don&#039;t care so much about what other people think, let alone some fanbrats and/or political brainlets who probably don&#039;t even give a shit about it to begin with. Anyone who DOES care enough about diverse characters and settings will eventually take matters into their own hands and [[Homebrew|brew some up]] [[Get shit done|themselves]], as they should. Half the fun of Warhammer is [[Your dudes|making your armies your own]] anyway, like most tabletop games, so why wait for GW to change?&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;wrong&#039;&#039; response (and this is almost always true, by the way), is to insult the fans for liking something they don&#039;t like. But hey, whatchagonnado? &amp;quot;Pretending to be offended&amp;quot; can cut &#039;&#039;&#039;both&#039;&#039;&#039; ways, and complaining about people liking something you don&#039;t like is [[Twilight|almost]] [[Drizzt|as]] [[Ironclaw|popular]] [[The End Times|here]] as [[Grognard|complaining about people &#039;&#039;not&#039;&#039; liking something you love]]. And as long as someone makes their dudes &amp;quot;wrong,&amp;quot; [[That Guy|&#039;&#039;someone&#039;&#039;]] will always be yelling.&lt;br /&gt;
&lt;br /&gt;
Yet again, &#039;&#039;like most of the internet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So weigh your options and pick your battles wisely, because God knows these chucklefucks won&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Do They Have a Point?==&lt;br /&gt;
&lt;br /&gt;
===TL;DR:===&lt;br /&gt;
&#039;&#039;&#039;It&#039;s complicated.&#039;&#039;&#039; Many of the points the SJWs raise aren&#039;t incorrect in themselves, &#039;&#039;but&#039;&#039; they are often distorted by proponents and detractors alike to further their respective agendas. Regardless of your stance on the social issues in dispute, keep in mind that it&#039;s not black-and-white and the goal is change rather than destruction.&lt;br /&gt;
&lt;br /&gt;
===The long version===&lt;br /&gt;
While the term represents legitimate grievances and real issues, as hinted earlier &amp;quot;SJW&amp;quot; has also seen use as a snarl word by people on the right to shut down arguments, regardless of any merit they might have. This snarl creates a crude caricature of modern leftists to smear a rather large body of people (e.g. lumping said leftists with liberals, even though not all liberals are left-wing and may participate in said smears themselves), misrepresenting any position left of the &amp;quot;snarler&amp;quot; as a threat to any cultural aspect you can think of (like say, entertainment and gaming). Sometimes it doesn&#039;t matter if the SJWs in question (or their supposed position) are even partly real, or just convenient caricatures up to and including the most blatant trolls. This use of the term is especially true of those on the [[/pol/]] side when they don&#039;t want to scare the normies - or at least let the caricatures do the work for them. After all, who&#039;s gonna pay attention to someone when they or their views are successfully cast as &amp;quot;[[That Guy|rocking the boat?]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some fiction &#039;&#039;does&#039;&#039; have problematic elements, and all fiction has a certain degree of subtext woven into it (intentionally or not) by its creators and/or the general worldview of the day. For example, in a lot of 1950s fiction, female characters would usually be sidelined to supporting roles such as home keeper, while a male protagonist would be the guy who took charge and get shit done - even in a science fiction setting where many futurists would have speculated that women would take a greater active role in future society. Most times, writers consider the way things are done where they&#039;re from to be the way things &amp;quot;should&amp;quot; be, unless they&#039;re exploring a &amp;quot;what if&amp;quot; scenario or criticism of an aspect of their society. Tropes built around the worldview of a generation persist into the next and often serve as the foundation for that generation&#039;s works - it&#039;s part of human nature for people to write what they know, take their worldview for granted and/or follow the leader without considering the implications.&lt;br /&gt;
&lt;br /&gt;
Though such tropes &#039;&#039;can&#039;&#039; serve as useful indicators of the author&#039;s beliefs and/or the cultural zeitgeist, many of these tropes also do not age well, becoming discredited in some fashion as society and attitudes towards history change over time; a fair number of MST3K episodes snark at this. Understanding how this process works, and the ramifications thereof, is a perfectly valid approach to identify problematic matters and address them in future works. This has far more practical applications than trying to be as inoffensive as possible merely for the sake of it, which often does the subject matter(s) a disservice - it is frequently an exercise in futility, and besides that, context is key. One series having [[Fantasy Armor|metal bikini armor]] is not a problem (especially if its general tone is tongue firmly in cheek), but when that becomes the norm even in more serious works, especially without justification, then it&#039;s become an issue.&lt;br /&gt;
&lt;br /&gt;
Furthermore, acknowledging problematic elements in a work is not the same as a condemnation of its quality or wanting it censored because of that (usually) comparatively small element - this assumption is a classic Hanlon&#039;s Razor scenario, assuming malice where at worst stupidity may exist. The presence of certain views or &amp;quot;biases&amp;quot; in a work doesn&#039;t mean that the modern reader will instantly like or adopt said views. No one is immune to propaganda, but reading Atlas Shrugged doesn&#039;t automatically make you an individualist; being a fan of the Imperium of Man doesn&#039;t make you a militaristic theocracy advocate, reading The Lord of the Rings does not automatically make you a monarchist, and so on. Aside from tarring all people with the same brush as being easily impressionable morons, that&#039;s mostly putting the cart before the horse and attacking symptoms rather than the actual cause, i.e. what would lead someone to seek reinforcement of that particular worldview via reading or producing fiction, for instance - [[Skub|a nuanced topic that would take up a page on its own and isn&#039;t likely to be done real justice here]]. &lt;br /&gt;
&lt;br /&gt;
There are numerous reasons why there&#039;s &amp;quot;pandering&amp;quot; in /tg/ media, beyond the points discussed above. For one, many companies want to broaden their consumer base by taking in new demographics. As the world gets interconnected and as society becomes more diverse, there is an increasing demand by people who aren&#039;t heterosexual white men to see people who aren&#039;t heterosexual white men in Western media, be it as the hero, getting the girl/guy, or &amp;quot;just&amp;quot; being more than a sidekick (matters of representation and diversity in non-Western media - such as China&#039;s film industry or India&#039;s Bollywood - and related questions of double standards/selective outrage in the complaints are [[Skub|something that would warrant several paragraphs, if not their own page]]). Putting all your eggs in the established core demographic basket can be as disastrous as trying to appeal to a new demographic at the expense of that initial base (AKA &amp;quot;biting the hand that feeds you&amp;quot;). For example, the former was a contributing factor in the [[/co/|Comics Crash of 1996]], focusing too much on the established fanbase at the expense of bringing in new ones by (for example) abandoning magazine stands for comic stores, only to lose it all when they failed to appeal successfully to either while driving much of that old fanbase away.&lt;br /&gt;
&lt;br /&gt;
The &#039;threat&#039; to any given body of work, much less works within the domain of our hobby, does not lie merely in conflicts between people with different political views, but more often in foolish mass-marketing mandates. And when those politics themselves become mass-marketed, the parasitic corporate practices it enables, along with framing the matter as one of a dichotomous nature - be it unintentionally, actively, dishonestly, and/or otherwise - provides further ammo to the &amp;quot;fringe&amp;quot; ideologues involved, supporters and detractors alike, that they may continue their never ending game of philosophical sportsball, and only the most short-sighted and/or fanatical sorts, especially &amp;quot;SJWs&amp;quot;, consider that to be a good result.&lt;br /&gt;
&lt;br /&gt;
Thankfully, some solutions are straightforward; there is absolutely no reason that you could not make the the Inquisitor in your Warhammer 40,000 campaign [[Mordecai_Toth|black]]. In the typical Tolkien-knockoff fantasy settings, you can (depending on how cosmopolitan or travel-allowing the setting is) include a few black characters, and the bare minimum requirement is a sentence to the effect of &amp;quot;their parents were from a distant land where humans look a bit different&amp;quot; (though Tolkien himself had ethnic diversity among humanity in his setting; the Drúedain people of LotR were non-white and opposed Sauron, while there were those among the Free Peoples who knowingly or unknowingly aided Sauron). Population dynamics, such as the oft-cited 1:1 ratio of male-to-female, suggest that there needs to be a pretty good reason NOT have a mix of characters (such as an epidemic that only effects males or females). The lack of LGBTQ+ people is often a point of contention, as it is very difficult to calculate the actual number in any population, given the inherent dangers in certain regions and the vagueness of personal gender/sexual identification. Adding said characters if they&#039;re written well and fit the story is, in general, a positive and just good business, especially for those who are transparent about the reasoning behind their works.&lt;br /&gt;
&lt;br /&gt;
The problems arise with executives and other figureheads who don&#039;t know any better: some only care about lining their own pockets, and engage in the usual out-of-touch appealing to what the kids are into today without understanding the how and why of it; others fail to distinguish between diversity and tokenism as a result of pushing an agenda-based quota; and still others use the work to push their views and beliefs onto others, the latter two groups ignoring that their franchises are sold to people and not reductive demographic abstractions. Then there are the marketers and PR representatives who encourage this behavior in the vain hope that &amp;quot;new demographics&amp;quot; will eat it up no matter what; when this is almost inevitably proven wrong, they will double down on the pandering, which alienates those who support the view represented by not giving them what they actually wanted while further souring those who don&#039;t endorse said view.&lt;br /&gt;
&lt;br /&gt;
When further combined with the tendency of sensationalist media outlets to lionize or demonize whoever they have to in order to meet their given slant&#039;s quota, as well as the presence of astroturfing and other means of manufacturing outrage in support of or against said slants, you have the recipe for a failed market or a doomed franchise at best. In a worst-case scenario, you end up creating a new set of problematic cliches and stereotypes. That the majority of fiction is political in some shape or form &#039;&#039;&#039;&#039;&#039;does not&#039;&#039;&#039;&#039;&#039; absolve writers of their responsibility to skillfully and properly handle what, if any, politics they acknowledge, lest we get propaganda masquerading as entertainment - and the groups they&#039;re expecting to eat that kind of slop up may very well be the first to notice.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[/pol/]] - /pol/ is the largest face of the &amp;quot;alt-right&amp;quot;, the yang to the SJW&#039;s left-leaning yin... if the analogy works when one side makes a habit of acting scummier as a matter of principle, and often go out of their way to one-up any bad action they see, without the excuse of at least having a good cause to hide behind. They &#039;&#039;pretty much&#039;&#039; run on the same fuel, shot-for-shot, but /pol/ uses skewed far-right principles instead. Exudes a very similar rage to their perceived enemies, but it has a chance of ranging from hilarious, to the pot calling the kettle black, to &amp;quot;[[Edgy|Hitler did nothing wrong]]&amp;quot; (lets be honest, it&#039;s mostly the last one these days).&lt;/div&gt;</summary>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24369</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24369"/>
		<updated>2020-06-27T15:37:31Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why play Ossiarch Bonereapers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and Teclis&#039; Lu-methhead elves, and want to put them in their place.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves and have a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
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===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
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=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
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==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
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*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35369</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35369"/>
		<updated>2020-06-27T15:29:51Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Great Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*If you don&#039;t bring (or somehow lose) Teclis, your magic is mediocre at best.  Not &amp;quot;mediocre for an elf faction&amp;quot;, mediocre &#039;&#039;in general&#039;&#039;.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; &#039;&#039;aetherquartz&#039;&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
The magic choice.  Always take Teclis with this Great Nation to get the most out of them.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35368</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35368"/>
		<updated>2020-06-27T14:36:17Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Command Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*If you don&#039;t bring (or somehow lose) Teclis, your magic is mediocre at best.  Not &amp;quot;mediocre for an elf faction&amp;quot;, mediocre &#039;&#039;in general&#039;&#039;.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; &#039;&#039;aetherquartz&#039;&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35367</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35367"/>
		<updated>2020-06-27T14:36:06Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Command Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*If you don&#039;t bring (or somehow lose) Teclis, your magic is mediocre at best.  Not &amp;quot;mediocre for an elf faction&amp;quot;, mediocre &#039;&#039;in general&#039;&#039;.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &amp;lt;s&amp;gt;crystal meth&amp;lt;s&amp;gt; &#039;&#039;aetherquartz&#039;&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35366</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35366"/>
		<updated>2020-06-27T13:04:19Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* HQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*If you don&#039;t bring (or somehow lose) Teclis, your magic is mediocre at best.  Not &amp;quot;mediocre for an elf faction&amp;quot;, mediocre &#039;&#039;in general&#039;&#039;.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lumineth_Realm-Lords&amp;diff=315961</id>
		<title>Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lumineth_Realm-Lords&amp;diff=315961"/>
		<updated>2020-06-27T12:50:15Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
{{Topquote|The phoenix must burn to emerge.|Janet Fitch}}&lt;br /&gt;
{{Topquote|Have you heard of the High Elves?|Oblivion youtube video}}&lt;br /&gt;
{{Topquote|MOOOOOOOOOOOOOOOOOOO!|Avalenor, the Stoneheart King}}&lt;br /&gt;
The High Elves are back, baby! And they&#039;re even pointier and hornier than before! The new faction in [[Warhammer: Age of Sigmar]] residing in the Realm of Hysh and lead by Teclis.  Forced onto the defensive by Chaos, they harness the magic of their realm and refuse to go down with a fight... just like the High Elves of old, but without the &amp;quot;dying race&amp;quot; element (and the accompanying lore inconsistencies) and a surprising amount of Dorfiness, given their love of stone magic and elementals. &lt;br /&gt;
&lt;br /&gt;
With a heavy Greek aesthetic, new model and the return of [[Eltharion]], good times are abound if you were a fan of the High Elves back in the world that was.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Origins===&lt;br /&gt;
Once upon a time, [[Teclis]], [[Tyrion]], and [[Malekith|Malerion]] found a previously assumed dead [[Morathi]] who was very much alive, who then led the odd trio to the morbidly obese [[Slaanesh]] in a cave where they beat the shit out of him until he coughed up all of the Elven souls he had consumed after [[The End Times]]. A good chunk of these souls were given to Teclis, in order to recreate the High Elves of old and bring their race back to their former glory. The initial race that came from Teclis&#039;s attempts were the [[Idoneth Deepkin]] and, well... [[FAIL|He tried]].&lt;br /&gt;
&lt;br /&gt;
This new batch of Aelves seem to have come out of the oven much better, and he was even able to bring [[Eltharion]]&#039;s spirit back as [[Thousand Sons|a hollow piece of armor powered by light]].  No word yet on what the Idoneth think of them, or vice versa (Given the Idoneth are their only allies in the book, safe to assume they tolerate each other enough to at least cooperate). &lt;br /&gt;
&lt;br /&gt;
Lumineth society was built on self-improvement, absurdly impractical headgear and the accumulation of wisdom, fueled by using the power of Aetherquartz to amplify their bodies and minds. However, in the typical elven arrogance, they assumed that because Slaanesh was imprisoned they no longer had to worry about Chaos and decided to abuse the Aetherquartz like [[Skaven]] to [[Warpstone]]. &lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
Unfortunately for the Lumineth, Tyrion and Teclis were very hands-off about godhood after the civilization was built.  As a result, the subtle whispers of the Dark Gods entered their minds, causing envy and bitter rivalry.  The subsequent campaigns of defamation and sabotage culminated in a massive civil war called the Ocari Dara, or Spirefall. The entire realm of Hysh was devastated, as the Lumineth had a habit of inventing uber-spells and doomsday devices just to see if they could, justifying it by claiming they were too enlightened to ever use such weapons for evil (which they obviously weren&#039;t). To make matters worse, the overflow of passion, pride and obsession from the war became a beacon for Slaaneshi daemons, who then invaded Hysh and would&#039;ve wiped them out if Tyrion hadn&#039;t personally intervened to save the last survivors.&lt;br /&gt;
&lt;br /&gt;
Teclis searched for some way to save his race from themselves, and found it when he managed to commune with Celennar, the spirit of Hysh&#039;s moon. He taught the Lumineth a new way of self-discipline, where they would bond with the elemental spirits to gain their power and wisdom. This rearrangement of Lumineth society was called the Reinvention, and is widely credited with preventing them from becoming extinct altogether.&lt;br /&gt;
&lt;br /&gt;
===Malign Portents===&lt;br /&gt;
When Nagash unleashed the Necroquake, Teclis used a magical device built from aetherquartz, called the Tower of Prios, to lessen its effects on Hysh.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
The first thing to know about these aleves is that they dedicate themselves to one of the two gods, being split into the martial Tyrionic warriors and the sagely Teclian mages. These aelves also learned to bond with the environment of Hysh itself, from its skies to its rivers and mountains. This led to the Lumineth to devise a second caste system, though its particulars aren&#039;t well known yet beyond the use of representative runes. &lt;br /&gt;
&lt;br /&gt;
The Lumineth themselves are split between numerous different kingdoms withing Hysh, known as the Ten Paradises. These Kingdoms each reside on a separate Island, which used to be one landmass before it was sundered in the Age of Chaos. The center Island is Xintil, where Teclis awoke in the Age of Myth and where most of the Sigmar worshiping mortals of Hysh live. Xintil is surrounded by eight islands, each ruled by a separate kingdom. Syar, Iliatha, Ymetrica and Zaitrec are known as the Teclian nations, essentially the Athens compared to the more Spartan Oultrai, Aurathrai, Helon and Alumnia who emulate Tyrion. Each has their own culture, such as Iliatha being matriarchal and doing some cloning shit.&lt;br /&gt;
&lt;br /&gt;
These Lumineth have also come to treasure Aetherquartz, a crystal mineral native to their realm. These crystals gave their wearers great knowledge and power, but it also involves [[Eldar|sucking out their emotions and personalities - a sacrifice they consider worthwhile since unfettered emotions are the Dark Prince&#039;s favorite snack]]. In this way, they&#039;re similar to [[Stormcast Eternals|Sigmar&#039;s golden bois]] in that they&#039;re constantly approaching that point where they become effectively logic-driven and unfeeling automatons except these guys see it as an acceptable ending compared to the Stormcast&#039;s mad search to end the flaw.&lt;br /&gt;
&lt;br /&gt;
In terms of combat strategies and tactics, their design and combat is heavily reminiscent of Ancient Greek warfare combined with a bit of Roman. The traditional Spearmen, called The Vanari Auralan Wardens, are essentially hoplites, who form phalanxes to hold the enemy in place while the archers, mages and cavalry get set up to do their stuff. Each of these phalanxes are lead by a High Warden, essentially a Centurion, who stands at the rear to make sure shit isn&#039;t going wrong. Most of these hoplites also adorn their shields with runes. These runes represent learning and enlightenment for the Realm Lords, but seem to be more for decoration than serving an actual battlefield purpose. These Wardens are also capable of forming into phalanxes called Shining Legions, difficult to harm but also slow. These legions are also present among their brethren who wield swords and bows.&lt;br /&gt;
&lt;br /&gt;
Also, they have strange new armored [[minotaur]]-like monsters as part of their army, which apparently are manifest [[Elemental|Earth spirits]].  Avalenor is the eldest and wisest of them, and a special character that (according to Geedubs) can go toe-to-toe (or hoof-to-hoof, in this case) with a Bloodthirster.&lt;br /&gt;
&lt;br /&gt;
They also sport spellcasters, often with an elemental theme, such as the Alarith Stonemages. Their abilities aren&#039;t always tied to casting spells, proving that their elemental bonds are far stronger than most.  An exception are the Scinari; think of these women like Sigmarine Knight Incantors, but they weaponize vials of emotions stored from aetherquartz instead of souls.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Aelve Spearmen.jpg|AELVES, WHAT IS YOUR PROFESSION!?&lt;br /&gt;
File:Aelve Cav.jpg|Gee, I wonder what ancient civilization these guys where based on.&lt;br /&gt;
File:Elf_elite_guard.jpg|Heavy armor, hammers and a stone motif... [[Dwarfs (WFB)|where have I seen this before?]]&lt;br /&gt;
File:Eltharion AOS.jpg|YOU COULDN&#039;T GIVE ME A PROPER BODY, TECLIS?!&lt;br /&gt;
File:Befriending furries.jpg|&#039;&#039;&#039;Asserting dominance&#039;&#039;&#039;&lt;br /&gt;
File:Realm Lord Runes.jpg|No one tell the Dwarfs that the Elgi figured out how runes work....&lt;br /&gt;
File:Sitting Bull.jpg|An Alarith Stonemage.  I wonder how Dwarfs would react to an elf controlling stone with magic.&lt;br /&gt;
File:Alarith.png|Alarith, Spirit of the Mountain. And you thought [[Settra the Imperishable|Settra]] had a lot of titles/aliases.&lt;br /&gt;
File:Scinari.jpg|A Scinari Cathallar.  That&#039;s pronounced SIN-ar-ee CATH-ull-arr, according Geedubs themselves.&lt;br /&gt;
File:Sad Lady.jpg|A pretty sad job, from the looks of it.&lt;br /&gt;
File:Lumineth vs Khorne.jpg|A fun game of Whack-a-reaver&lt;br /&gt;
File:Minotaur mountain.jpg|Avalenor in all his red, stony glory.&lt;br /&gt;
File:Elf with heavy burden.jpg|She feels your pain.&lt;br /&gt;
File:Lumineth Box.jpg|Available now (quartz not accepted as an alternative to money)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Games Workshop]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lumineth_Realm-Lords&amp;diff=315960</id>
		<title>Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lumineth_Realm-Lords&amp;diff=315960"/>
		<updated>2020-06-27T12:49:33Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
{{Topquote|The phoenix must burn to emerge.|Janet Fitch}}&lt;br /&gt;
{{Topquote|Have you heard of the High Elves?|Oblivion youtube video}}&lt;br /&gt;
{{Topquote|MOOOOOOOOOOOOOOOOOOO!|Avalenor, the Stoneheart King}}&lt;br /&gt;
The High Elves are back, baby! And they&#039;re even pointier and hornier than before! The new faction in [[Warhammer: Age of Sigmar]] residing in the Realm of Hysh and lead by Teclis.  Forced onto the defensive by Chaos, they harness the magic of their realm and refuse to go down with a fight... just like the High Elves of old, but without the &amp;quot;dying race&amp;quot; element (and the accompanying lore inconsistencies) and a surprising amount of Dorfiness, given their love of stone magic and elementals. &lt;br /&gt;
&lt;br /&gt;
With a heavy Greek aesthetic, new model and the return of [[Eltharion]], good times are abound if you were a fan of the High Elves back in the world that was.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Origins===&lt;br /&gt;
Once upon a time, [[Teclis]], [[Tyrion]], and [[Malekith|Malerion]] found a previously assumed dead [[Morathi]] who was very much alive, who then led the odd trio to the morbidly obese [[Slaanesh]] in a cave where they beat the shit out of him until he coughed up all of the Elven souls he had consumed after [[The End Times]]. A good chunk of these souls were given to Teclis, in order to recreate the High Elves of old and bring their race back to their former glory. The initial race that came from Teclis&#039;s attempts were the [[Idoneth Deepkin]] and, well... [[FAIL|He tried]].&lt;br /&gt;
&lt;br /&gt;
This new batch of Aelves seem to have come out of the oven much better, and he was even able to bring [[Eltharion]]&#039;s spirit back as [[Thousand Sons|a hollow piece of armor powered by light]].  No word yet on what the Idoneth think of them, or vice versa (Given the Idoneth are their only allies in the book, safe to assume they tolerate each other enough to at least cooperate). &lt;br /&gt;
&lt;br /&gt;
Lumineth society was built on self-improvement, absurdly impractical headgear and the accumulation of wisdom, fueled by using the power of Aetherquartz to amplify their bodies and minds. However, in the typical elven arrogance, they assumed that because Slaanesh was imprisoned they no longer had to worry about Chaos and decided to abuse the Aetherquartz like [[Skaven]] to [[Warpstone]]. &lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
Unfortunately for the Lumineth, Tyrion and Teclis were very hands-off about godhood after the civilization was built.  As a result, the subtle whispers of the Dark Gods entered their minds, causing envy and bitter rivalry.  The subsequent campaigns of defamation and sabotage culminated in a massive civil war called the Ocari Dara, or Spirefall. The entire realm of Hysh was devastated, as the Lumineth had a habit of inventing uber-spells and doomsday devices just to see if they could, justifying it by claiming they were too enlightened to ever use such weapons for evil (which they obviously weren&#039;t). To make matters worse, the overflow of passion, pride and obsession from the war became a beacon for Slaaneshi daemons, who then invaded Hysh and would&#039;ve wiped them out if Tyrion hadn&#039;t personally intervened to save the last survivors.&lt;br /&gt;
&lt;br /&gt;
Teclis searched for some way to save his race from themselves, and found it when he managed to commune with Celennar, the spirit of Hysh&#039;s moon. He taught the Lumineth a new way of self-discipline, where they would bond with the elemental spirits to gain their power and wisdom. This rearrangement of Lumineth society was called the Reinvention, and is widely credited with preventing them from becoming extinct altogether.&lt;br /&gt;
&lt;br /&gt;
===Malign Portents===&lt;br /&gt;
When Nagash unleashed the Necroquake, Teclis used a magical device built from aetherquartz, called the Tower of Prios, to lessen its effects on Hysh.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
The first thing to know about these aleves is that they dedicate themselves to one of the two gods, being split into the martial Tyrionic warriors and the sagely Teclian mages. These aelves also learned to bond with the environment of Hysh itself, from its skies to its rivers and mountains. This led to the Lumineth to devise a second caste system, though its particulars aren&#039;t well known yet beyond the use of representative runes. &lt;br /&gt;
&lt;br /&gt;
The Lumineth themselves are split between numerous different kingdoms withing Hysh, known as the Ten Paradises. These Kingdoms each reside on a separate Island, which used to be one landmass before it was sundered in the Age of Chaos. The center Island is Xintil, where Teclis awoke in the Age of Myth and where most of the Sigmar worshiping mortals of Hysh live. Xintil is surrounded by eight islands, each ruled by a separate kingdom. Syar, Iliatha, Ymetrica and Zaitrec are known as the Teclian nations, essentially the Athens compared to the more Spartan Oultrai, Aurathrai, Helon and Alumnia who emulate Tyrion. Each has their own culture, such as Iliatha being matriarchal and doing some cloning shit.&lt;br /&gt;
&lt;br /&gt;
These Lumineth have also come to treasure Aetherquartz, a crystal mineral native to their realm. These crystals gave their wearers great knowledge and power, but it also involves [[Eldar|sucking out their emotions and personalities - a sacrifice they consider worthwhile since unfettered emotions are the Dark Prince&#039;s favorite snack]]. In this way, they&#039;re similar to [[Stormcast Eternals|Sigmar&#039;s golden bois]] in that they&#039;re constantly approaching that point where they become effectively logic-driven and unfeeling automatons except these guys see it as an acceptable ending compared to the Stormcast&#039;s mad search to end the flaw.&lt;br /&gt;
&lt;br /&gt;
In terms of combat strategies and tactics, their design and combat is heavily reminiscent of Ancient Greek warfare combined with a bit of Roman. The traditional Spearmen, called The Vanari Auralan Wardens, are essentially hoplites, who form phalanxes to hold the enemy in place while the archers, mages and cavalry get set up to do their stuff. Each of these phalanxes are lead by a High Warden, essentially a Centurion, who stands at the rear to make sure shit isn&#039;t going wrong. Most of these hoplites also adorn their shields with runes. These runes represent learning and enlightenment for the Realm Lords, but seem to be more for decoration than serving an actual battlefield purpose. These Wardens are also capable of forming into phalanxes called Shining Legions, difficult to harm but also slow. These legions are also present among their brethren who wield swords and bows.&lt;br /&gt;
&lt;br /&gt;
Also, they have strange new armored [[minotaur]]-like monsters as part of their army, which apparently are manifest [[Elemental|Earth spirits]].  Avalenor is the eldest and wisest of them, and a special character that (according to Geedubs) can go toe-to-toe (or hoof-to-hoof, in this case) with a Bloodthirster.&lt;br /&gt;
&lt;br /&gt;
They also sport spellcasters, often with an elemental theme, such as the Alarith Stonemages. Their abilities aren&#039;t always tied to casting spells, proving that their elemental bonds are far stronger than most.  An exception are the Scinari; think of these women like Sigmarine Knight Incantors, but they weaponize vials of emotions stored from aetherquartz instead of souls.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Aelve Spearmen.jpg|AELVES, WHAT IS YOUR PROFESSION!?&lt;br /&gt;
File:Aelve Cav.jpg|Gee, I wonder what ancient civilization these guys where based on.&lt;br /&gt;
File:Elf_elite_guard.jpg|Heavy armor, hammers and a stone motif... [[Dwarfs (WFB)|where have I seen this before?]]&lt;br /&gt;
File:Eltharion AOS.jpg|YOU COULDN&#039;T GIVE ME A PROPER BODY, TECLIS?!&lt;br /&gt;
File:Befriending furries.jpg|&#039;&#039;&#039;Asserting dominance&#039;&#039;&#039;&lt;br /&gt;
File:Realm Lord Runes.jpg|No one tell the Dwarfs that the Elgi figured out how runes work....&lt;br /&gt;
File:Sitting Bull.jpg|An Alarith Stonemage.  I wonder how Dwarfs would react to an elf controlling stone with magic.&lt;br /&gt;
File:Alarith.png|Alarith, Spirit of the Mountain. And you thought [[Settra the Imperishable|Settra]] had a lot of titles/aliases.&lt;br /&gt;
File:Scinari.jpg|A Scinari Cathallar.  That&#039;s pronounced SIN-ar-ee CATH-ull-arr, according Geedubs themselves.&lt;br /&gt;
File:Sad Lady.jpg|A pretty sad job, from the looks of it.&lt;br /&gt;
File:Lumineth vs Khorne.jpg|A fun game of Whack-a-reaver&lt;br /&gt;
File:Minotaur mountain.jpg|Avalenor in all his red, stony glory.&lt;br /&gt;
File:Elf with heavy burden.jpg|She feels your pain.&lt;br /&gt;
File:Lumineth Box.jpg|Available for Pre Order this Saturday&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Games Workshop]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24368</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24368"/>
		<updated>2020-06-27T12:39:14Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why play Ossiarch Bonereapers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Scalies and Teclis&#039; Lu-methhead elves, and want to put them in their place.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves and have a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
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If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
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=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
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==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
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You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
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Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
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==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
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==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
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The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
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Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
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===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
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Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
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Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
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The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
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Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
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===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24367</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24367"/>
		<updated>2020-06-27T09:13:41Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why play Ossiarch Bonereapers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch, the Scalies and Teclis&#039; Lu-methhead elves, and want to put them in their place.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves and have a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
&lt;br /&gt;
==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24366</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24366"/>
		<updated>2020-06-27T09:03:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why play Ossiarch Bonereapers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
* You&#039;re sick of those magic-heavy armies like Tzeentch, the Scalies and Teclis&#039; Lu-meth head elves, and want to put them in their place.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves and have a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
&lt;br /&gt;
==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24365</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24365"/>
		<updated>2020-06-27T08:53:18Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Pros */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves and have a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
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=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
&lt;br /&gt;
==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
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==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
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==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
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==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
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The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
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Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24364</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24364"/>
		<updated>2020-06-27T08:31:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re a durable army, and the most durable of the Death factions.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves abilities and a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
&lt;br /&gt;
==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24363</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24363"/>
		<updated>2020-06-27T08:24:40Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Pros */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
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Nagash has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* If you want a sneak peek at what society would be like if Nagash wins, they&#039;re a good indicator of that.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock, baby!&#039;&#039;&#039;]].  Not just bravery 10 like other death factions or the Dinosaur Men (Starborne version) - though they have that too - the Bonereapers do not take battleshock tests.  They DO... NOT... FLEE... EVER!&lt;br /&gt;
* They have numerous ways to lower enemy bravery, especially if you take the Mortis Praetorians Legion, and they stack.  On that note, Morghasts are part of the army too.&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of the standard &amp;quot;ignore wounds and mortal wounds on a 6&amp;quot; for Death armies, they have good saves all around, can boost their saves (including that 6+ deathless save), re-roll saves abilities and a tanky bodyguard unit for HEROES.  They become one of the most durable armies in the game if you use the Petrifex Elite Legion.&lt;br /&gt;
* Point-for-point, they have probably some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that relies on heroes less than the others.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are themselves HEKATOS, so they can function completely independently.&lt;br /&gt;
* Almost everything is 3+ to hit, which can be boosted in numerous ways.&lt;br /&gt;
* Lots of ways to debuff their enemies, especially spells and the terrain piece.   &lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Army-wide healing, including self-heals, and they&#039;re not spells so opponents can&#039;t block them.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, though there are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, with only the mediocre Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No protection at all against shooting beyond Petrifex save bonus. Most notably, morteks and stalkers reroll saves only in combat, so shooting armies tend to really hurt the Ossiarchs.  On that note, Kharadron Overlords will likely give you a hard time.&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  While good rend and multi-damage are easy to find, Mortal Wounds are much rarer, and Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with things like the Crematorians Legion and Kavalos units/character, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, 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 but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; 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 cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Noticeable that at every major tournament you will be lucky to ever see an OBR army that is NOT a Petrifex.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex). Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent, but there are better options.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to make Katakros move 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they&#039;re wearing the Ethereal Amulet or have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;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&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword 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&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;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.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s and re-rolling 1&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;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, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a &amp;lt;s&amp;gt;another source of precious calcium&amp;lt;/s&amp;gt; healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**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?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
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.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; 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.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll for their 3+ saves, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost, especially when taken with the Petrifex Elite legion. &lt;br /&gt;
&lt;br /&gt;
==== Heros ====&lt;br /&gt;
&lt;br /&gt;
Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound 2+ ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege, and Mystic Shield making the Liege basically indestructible, as Nagash would have wanted. The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two. &lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s, additional rend, and have a 3 up save. &lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 3+(4+ if not running Petrifex Elite)/6+/4+ save, which is equal to about a 13.88%(20.83% for non-Petrifex Elite armies, or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save. &lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan. &lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 3+/6+ save (for Petrifex elite) turns into a 3+/3+/6+ save. Now, add in one of those Harvesters, meaning that you have a 3+/3+/4+/6+ save, or a 4.63% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than one should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
Really though, this isn&#039;t the end of the world. Ossiarch Bonereapers are still strong enough to handle most stuff on their own. The biggest downside here is that you can&#039;t really compensate for your weaknesses like some armies can with allies. The biggest upside is that you no longer have to worry that an ally detachment is going to be more efficient than something in your book.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Ranged rend, although even with that they&#039;re slightly worse than full health catapults, but then you see the price. Three cannons are going to cost similarly to two catapults (and two are less than 50% more expensive than a single catapult) and with a Cogsmith they will definitely outperform them. This can be mitigated by using your character&#039;s abilities to give the catapults extra attacks, but ultimately whether or not you do and which one you end up going for will be up to you, as the results are very similar.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; More elites, but now they have to take bravery tests and have crappier armor and need more synergies that require Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; Fast shooting is great for an army of slow, plodding melee guys like us. Still probably just ok since you can&#039;t use command points and there&#039;s no real synergy with your skelemen.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. The ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points. That being said, Blood Knights are arguably superior to Kavalos Deathriders, having a better profile, way more damage on the charge, they have the same Battleshock immunity your guys do and they have a better save against rend - weapons. If you&#039;re not going into Petrifex Elite and you don&#039;t have something to buff up a lone squad of Deathriders or two, then consider getting the Blood Knights, they only cost slightly more for a rather large set of bonuses, as well as self-healing. &lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; This is probably what you want to take. 6 point per fugly marauder model that moves d6&amp;quot; after depliyment is a great forward screen. Take two units of 20 to occupy board space, grab early objectives, or even screen against opponent&#039;s deep strikes. For 120pts (instead of your regular 130pts for mortek guard) you get double the wounds, worse saves, better movement and vulnerability to battleshock. Bump the unit up to 40 dudes and you&#039;re only paying 5 points per model. This is skaven level of screening efficiency right here! Quantity is a quality of its own.&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; A very high entry cost lets you take some inexpensive screens. Because of the giant&#039;s tax, those cheap dogs and spawn aren&#039;t so cheap anymore.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. Definitely take them if you want something to hold backfield objectives. Also the only way to include a corpse cart and a plus one to casting is always so sweet. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength. If you can afford it, consider bringing Duke Crackmarrow and his Grymwatch to serve as dedicated monster hunters.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35365</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35365"/>
		<updated>2020-06-27T07:56:03Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why Play Lumineth Realm Lords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*If you don&#039;t bring (or somehow lose) Teclis, your magic is mediocre at best.  Not &amp;quot;mediocre for an elf faction&amp;quot;, mediocre &#039;&#039;in general&#039;&#039;.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35364</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35364"/>
		<updated>2020-06-27T07:53:16Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why Play Lumineth Realm Lords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*Mediocre magic if you don&#039;t bring (or somehow lose) Teclis.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35363</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35363"/>
		<updated>2020-06-27T07:17:47Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Unit Analyis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35362</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35362"/>
		<updated>2020-06-27T07:17:05Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* HQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and Slann a run for their money&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35361</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35361"/>
		<updated>2020-06-27T07:16:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Why Play Lumineth Realm Lords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and Kroak a run for his money&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35360</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35360"/>
		<updated>2020-06-27T07:10:52Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* HQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and Kroak a run for his money&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35359</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35359"/>
		<updated>2020-06-27T07:10:12Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* Unit Analyis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh.  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and Kroak a run for his money&amp;quot;. &lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35358</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35358"/>
		<updated>2020-06-27T06:45:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* HQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039;&lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
&lt;br /&gt;
-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
&lt;br /&gt;
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
&lt;br /&gt;
-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
&lt;br /&gt;
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
&lt;br /&gt;
-Total Eclipse: 10 to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
&lt;br /&gt;
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
&lt;br /&gt;
*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
Alarith-Temple (120)&lt;br /&gt;
&lt;br /&gt;
-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Auralan-Legion (120)&lt;br /&gt;
&lt;br /&gt;
-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
&lt;br /&gt;
Dawnrider-Lance (120)&lt;br /&gt;
&lt;br /&gt;
-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:25F1:32C4:6851:25E2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35357</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35357"/>
		<updated>2020-06-27T06:45:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:25F1:32C4:6851:25E2: /* HQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AoS&#039; High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain [[Teclis|nerd who reached Godhood]] in the [[End Times]].&lt;br /&gt;
&lt;br /&gt;
So far we&#039;ve got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle.&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!&lt;br /&gt;
*You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*You’re easily the slowest of the Aelven factions.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. &lt;br /&gt;
&lt;br /&gt;
Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers -1 to their Bravery for the rest of the game.&lt;br /&gt;
*&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.&lt;br /&gt;
*+1 Save when chosen as an attack target&lt;br /&gt;
*+1 or reroll cast&lt;br /&gt;
*Cast an extra spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce it&#039;s Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  While situational, it can be against some armies (Destruction armies will hate this), but is worthless against others (Ossiarch Bonereapers laugh this off).&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CATHALLAR ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just the chick huffing from her &#039;aetherquartz&#039; chalice&lt;br /&gt;
&lt;br /&gt;
- Spellmaster&lt;br /&gt;
&lt;br /&gt;
Once per turn in your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you can re-roll 1 failed casting attempt&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
&lt;br /&gt;
- Warmaster&lt;br /&gt;
&lt;br /&gt;
When your general is on the field, at the start of your &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; you get a CP on a 4+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALARITH ONLY&#039;&#039;&#039;&lt;br /&gt;
So, for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
- Majestic&lt;br /&gt;
&lt;br /&gt;
Add 1 to Bravery of friendly Lumineth if &#039;&#039;&#039;WHOLLY WITHIN&#039;&#039;&#039; 12 inches of the General. Also, you enemies subtract 1 from Bravery while they are within 18 inches of the General.&lt;br /&gt;
&lt;br /&gt;
SEEMS boring, but with all the bravery debuffs in this army, you could easily have most of the enemy army at -3 Bravery... a few casualties over multiple units could see elite armies heading for the hills real quick.&lt;br /&gt;
&lt;br /&gt;
- Enduring&lt;br /&gt;
&lt;br /&gt;
Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
Not bad when the big hat man is public enemy number one for keeping your Moo cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.&lt;br /&gt;
&lt;br /&gt;
- Loremaster&lt;br /&gt;
&lt;br /&gt;
General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero&lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll ones.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; When the bearer dies, roll a dice. on a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Can dispel 1 additional spel and can use the first dispell roll for the second&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give a friendly unit wholly within 9&amp;quot; 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
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==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):&#039;&#039;&#039;&lt;br /&gt;
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound.&lt;br /&gt;
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-Celennars Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
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-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase&lt;br /&gt;
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-Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
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Spells:&lt;br /&gt;
-Protection of Teclis: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection.&lt;br /&gt;
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-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW&lt;br /&gt;
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-Total Eclipse: 10 to cast.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
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&#039;&#039;&#039;Avalenor, the Stoneheart King&#039;&#039;&#039; (360 points)&lt;br /&gt;
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&#039;&#039;&#039;Alarith Stonemage&#039;&#039;&#039; (130 pts)&lt;br /&gt;
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Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
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&#039;&#039;&#039;Scinari Cathallar&#039;&#039;&#039; (140 pts)&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal spears. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors &amp;amp; any kind of Calvary which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
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*Vanari Auralan Sentinels (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput.&lt;br /&gt;
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*Alarith Stoneguard (Conditional Battleline, 100pts, Min:5, Max:15)&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
Alarith Spirit of the Mountain (340 pts)&lt;br /&gt;
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===Battalions===&lt;br /&gt;
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Alarith-Temple (120)&lt;br /&gt;
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-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard&lt;br /&gt;
-STONEGUARD units wholly within 12&amp;quot; of a hero from the same ability can reroll saves but can only move (pile in?) 1&amp;quot;&lt;br /&gt;
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Auralan-Legion (120)&lt;br /&gt;
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-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
-Units within 3&amp;quot; of another unit in this battallion can rerollsaves of 1&lt;br /&gt;
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Dawnrider-Lance (120)&lt;br /&gt;
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-2-3xVanari Dawnriders&lt;br /&gt;
-reroll 1s to hit on the charge&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
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