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		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Why play Stormcast Eternals? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=Ga-q0F7oWnU Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and saw it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizards proficent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
&lt;br /&gt;
*Want to be THAT GUY? bring a battalion for the extra Artefact and say your army is from Hysh.  Equip your second hero with the Aetherquartz Brooch and have two 5+ chances to score back your CP whenever you spend one.  Your friends will hate you.  You will hate you.&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
The [[Space Wolf|Storm Wolfeves]], Specalizing in Monster and Hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visable &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visable &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls unitil the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visable &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges unitil the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (100pts) Comet of Casandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (40pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12-inch movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities, relics or mount traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (220pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (340pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (260pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (340pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Recently reduced in price from 360 to 340 points in the General&#039;s Handbook 2017. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (280pts) Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (120pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (120pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost and his +3 to charge rolls within 9&amp;quot; of him applies to all Stormcast Eternals. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
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*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly Anvils of the Heldenhammer unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====Celestant====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(100pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (220pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(500pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (160pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (220pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (220pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 320pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (120pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (140pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit(friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (100pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (120pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 420pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for Dracothian Guard in the combat phase. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (180pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (120pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (140pts) A mustachioed non-Engineer that buffs Warmachines. Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (100pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(120pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (100pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (120pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (100pts) (From Warhammer Quest: Silver Tower) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;Errant-Questor:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Zephyros:&#039;&#039;&#039; (100pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 100/520pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but with potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 160pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 130/440pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilar General, 110pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (200pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (180pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (180pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
&lt;br /&gt;
*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (80pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (110pts, Artillary) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (220pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (140pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (170pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(90pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (90pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (140pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
&lt;br /&gt;
====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (260pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (50pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (180pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (240pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (200pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (240pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (200pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
160 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
190 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
180 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
160 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. While its tempting to add more paladins and/or redeemer units, its well worth adding 6 longstrikes and a venator to do some sniping, add the Anvils of Heldenhammer stormhost, and really add some extra fiwfiw, say the are from Hysh and laugh maniacally, when your Aetherquarts Brooch gives your your commandpoint back! or add a 420 point Templar on a Star Drake and say they are now from Shyish, and give him ethereal :). The battalion (imo) plays best with 15 protectors, 10 sometimes dont get the job done. and would prefer 6 longstrikes and the venator over the dragon. they add more consistent mw output and work very well with the stormhost! Note that you always give the protectors max star soul maces, and for the Decimators, you could, but just thrown them at a horde unit. theyll do more work with 50 3/3/-1 attacks than 30 attacks and 2d3 mw. As for the Lord Celestant, just keep him behind the protectors incase you want to spend a commandpoint fighting them twice! you have to give him the garbage command trait and weapon from the Stormhost, but he wasnt gonna do alot in melee anyway, just use his cape? to shoot. Same for the Judies, give them crossbows, and for the special weapon take the bow, theyll soften up the enemy for the Protectors. With the 2019 Points changes to evoc going up and protectors going down, its a strong battalion, and a valid strategy.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount.&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon / Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&lt;br /&gt;
&lt;br /&gt;
===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
&lt;br /&gt;
As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea.&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Yeah, you can already use these guys as regular allies but if you use The Spotter rule and have your Lord Ordinator next to the cannons, you&#039;ll have a scary group of artillery that hit units for days with 2+ hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; Just use them as regular allies. The hit bonus to punish charging enemy units isn&#039;t enough to warrant them.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; While the option to deploy these guys 6&amp;quot; from any edge of the table seems decent, it&#039;s pointless overall since the Stormcast Eternals can simply ally with other Order factions. &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; Your Paladins and even Liberators perform waaay better than these flimsy [[Heretic|barbarians]].&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; The Chaos Gargant and a band of Chaos Spawn, Hounds, and Furies do a decent job in their role but your fellow Stormcast players [[Heresy| will give you the stare]] if you do decide to take them.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19041</id>
		<title>Age of Sigmar/Tactics/Chaos/Beasts Of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19041"/>
		<updated>2020-06-25T17:37:17Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Why Play Beasts Of Chaos? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Beasts Of Chaos|Logo=Beasts-of-chaos-art1.jpeg|Alliance=Chaos|Lore=Beasts Of Chaos|Motto=BEAST.}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Beasts Of Chaos?==&lt;br /&gt;
* Because you thought Satyrs in Greek mythology were better at killing and raiding than being pipe players.&lt;br /&gt;
** well, they still probably rape everything that once breathed, so not too different. Also they got some rad musicians.&lt;br /&gt;
** Really, you just want Grimdark Satyrs-slash-Pop culture barbarians.&lt;br /&gt;
*You like armies that are styled around CELTIC warbands, you have shamans and minotaurs, not to mention big fuckin monsters.&lt;br /&gt;
* Because they look cool with their horns and shaggy fur.&lt;br /&gt;
* Because Chaos Warriors are too civilized as they don&#039;t shit where they stand, have fleas, and smell like piss all year round.&lt;br /&gt;
* You like [[Dragon Ogres|massive, lightning-eating foot dragons]] native to the [[Warhammer Fantasy Battle |World-That-Was]] who made a shitty pact with the Chaos Gods.&lt;br /&gt;
* Because you played Total War: Warhammer and were too dumb to manage cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Can swarm the board with cheap fast and flanking Brays, big stompy people eating minotaurs or big ass dragon ogres. Oh wait, you can do all of them at once. &lt;br /&gt;
* CHARIOTS! three straight into that dwar- I mean duardin shield wall &lt;br /&gt;
* Monsters. Monsters everywhere.&lt;br /&gt;
* Almost everything is fast as fuck, boi. &lt;br /&gt;
* You can watch civilization crumble into ruin with one of the most annoying magic lore in the game and a terrain piece which makes those Stormcast tincans look like they&#039;re covered in smartphone screens instead of actual armor.&lt;br /&gt;
** In fact, you probably have one of the best anti-armor in the game with how many ways you can increase rend and the Herdstone&#039;s anti-save aura&lt;br /&gt;
* Chaos Spawns are now pretty damn gooSPRVMWGLWLM &lt;br /&gt;
** Praise Morghur! Great Devolver!&lt;br /&gt;
*You can mark your herds with any of the 4 chaos marks!&lt;br /&gt;
* Individual models are quick, fun and relatively easy to paint (although they are old as shit, so the paint WILL come off)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Beasts of Chaos was one of the first AoS 2.0 Battletomes....and it is starting to show a bit. You could run a Slaanesh Allegiance Beast army and probably do just as good if not better than the actual BoC Allegiance.&lt;br /&gt;
* Weak and few ranged units, except for the monsters and skyfires.&lt;br /&gt;
* Ungors, even with bows are still ungors and not even battleline...&lt;br /&gt;
* If you are not a bestigor or a melee hero, your armor is probably defined as &amp;quot;loincloth&amp;quot;.&lt;br /&gt;
* Almost all of your models are real old.&lt;br /&gt;
* Unless you are a lucky bastard son of a mutant bird, the only truly devoted Beastmen models are Tzaangors. Want some hound-or-lion-faced Khornegors? Some horrendously deformed Pestigors? Slim and fast looking Slaangors? You will need tons of green stuff if you wanna do that. And only aesthetically, no actual rules for them!&lt;br /&gt;
* Only Slaves to Darkness allies, so no Ogroid Thaumaturges for purely Tzeentch brayherds.&lt;br /&gt;
* Whilst individual models are quick to paint, you&#039;ll be needing LOADS of them, so get your paints and brushes ready, because you&#039;ll be painting for a while.&lt;br /&gt;
* If you liked the good beastfolk in The Chronicles of Narnia, you&#039;re in for a very rude surprise here :_(&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Beasts Of Chaos|points=[https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf Beasts Of Chaos Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd Ambush:&#039;&#039;&#039; You can set up a &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; unit into an ambush during deployment for each &#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039; you place on the board during setup. At the end of your first movement phase, you must place them within 6&amp;quot; of the board edge and more than 9&amp;quot; away from any enemy models. &lt;br /&gt;
**While not as flexible as some other deepstriking abilities (Stormcasts, Nighthaunt) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. Many artillery crews find it hard to worry about shooting down a monster when goatmen are next to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Gorge:&#039;&#039;&#039; At the end of a combat phase when a Warherd destroys a unit, heal d3 wounds, good to Rejuvenate injured bulls after a fight&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creatures of the Storm:&#039;&#039;&#039; During the start of your Hero phase, each Thunderscorn unit rolls a d6 and move that many inches if not within 3&amp;quot; of an enemy nor move within 3&amp;quot; of them. Good to get your Dragon Ogors closer to their targets or get them out of danger in rare circumstance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primordial Call:&#039;&#039;&#039; At the start of your turn, gain a Primordial point. You can gain more during your hero phase by having a Beasts Of Chaos Hero sacrifice another unit if both are within 3&amp;quot; of a Herdstone. if you do, inflict d3 mortal wounds on the sacrificed unit and gain that many points for each wound that is lost. At the end of your movement phase, you can spend points to summon one or more units and place them on the board in the same manner as Brayherd Ambush.&lt;br /&gt;
** Chimera &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Ghorgon &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Skyfires &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Chaos Gargant &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** Cygor &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 10 Tzanngors &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 3 Bullgors &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** Jabberslythe &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** 3 Dragon Ogors &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Enlightened on Discs of Tzeentch &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 10 Bestigors &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** Cockatrice &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** Tzaangor Enlightened &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** 5 Centigors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 chaos Warhounds &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Gors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungor Raiders &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** Chaos Spawn &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Tuskgor Chariot &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Razorgor &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungors &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Brayherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Bestial Cunning:&#039;&#039;&#039; Up to half (rounding down) of your Ambushing units can arrive during your second movement phase instead of the first. &lt;br /&gt;
*&#039;&#039;&#039;Indomitable Beast:&#039;&#039;&#039; Gain 1 Wound characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Apex Predator:&#039;&#039;&#039; Re-roll the general&#039;s wounds rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Despoiler:&#039;&#039;&#039; Enemies don&#039;t benefit from cover when they are 12&amp;quot; of the general. Remember, cover works in melee in AoS, so it might be worth a look.&lt;br /&gt;
*&#039;&#039;&#039;Oracle of the Dark:&#039;&#039;&#039; -1 Bravery penalty to enemies within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Shadowpelt:&#039;&#039;&#039; -1 to hit rolls from attack that came over 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Warherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Eater of Heroes:&#039;&#039;&#039; Re-roll failed hits that target heroes.&lt;br /&gt;
*&#039;&#039;&#039;Rampant Juggernaut:&#039;&#039;&#039; Re-roll charge rolls for Warherd units wholly within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Gorger:&#039;&#039;&#039; Warherd units wholly within 12&amp;quot; always heal 3 wounds from Bloodgorge.&lt;br /&gt;
*&#039;&#039;&#039;Gouge-tusks:&#039;&#039;&#039; Roll a dice for an enemy within 3&amp;quot; at the end of the combat phase. on a 2-5 deal 1 mortal wound, and on a 6 deal d3.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Brute:&#039;&#039;&#039; Subtract 1 from enemy bravery within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Rugged Hide:&#039;&#039;&#039; Reduce the rend of attacks against the general by 1 &lt;br /&gt;
&lt;br /&gt;
====Thunderscorn Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Tempestuous Tyrant:&#039;&#039;&#039; Re-roll wound roll against monsters&lt;br /&gt;
*&#039;&#039;&#039;Magnetic Monstosity:&#039;&#039;&#039; Enemies within 3&amp;quot; can&#039;t retreat.&lt;br /&gt;
*&#039;&#039;&#039;Father of the Storm:&#039;&#039;&#039; You can reroll the Creatures of the Storm Trait&lt;br /&gt;
*&#039;&#039;&#039;Lighting-fast Monstrosity:&#039;&#039;&#039; Attacks first &#039;&#039;before&#039;&#039; all others during the combat phase if you charge&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Scales:&#039;&#039;&#039; Add 1 to save rolls&lt;br /&gt;
*&#039;&#039;&#039;Ancient Beyond Knowing:&#039;&#039;&#039; At the start of the first battle round, gain d3 command points.&lt;br /&gt;
&lt;br /&gt;
===Artifacts of Power===&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Brayherd====&lt;br /&gt;
#&#039;&#039;&#039;Ramhorn Helm:&#039;&#039;&#039; After a charging pick a enemy unit within 1&amp;quot;. That unit gets D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Brayblast Trumpet:&#039;&#039;&#039; Brayherds ambushing within 18&amp;quot; of the bearer get +1 to hit.&lt;br /&gt;
#&#039;&#039;&#039;The Knowing Eye:&#039;&#039;&#039; You get a command point on a 4+ at the start of your hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Volcanic Axe:&#039;&#039;&#039; One of the bearer weapons get +1 damage and 6 To-Hit inflicts an extra mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Bleating Gnarlstaff:&#039;&#039;&#039; If the bearer is within 1&amp;quot; of a terrain, roll a dice. On a 3+ all enemy units 1&amp;quot; from the terrain gets a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Troggoth-hide Cloak:&#039;&#039;&#039; The bearer regenerate 1 wound at the start of your hero phase.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Warherds====&lt;br /&gt;
#&#039;&#039;&#039;Cleaver of the Brass Bull:&#039;&#039;&#039; Add 1 to the rend of one of the bearers weapons. Also, if you roll a 6 to hit with said weapon it gets +1 damage for that attack.&lt;br /&gt;
#&#039;&#039;&#039;Gilded Horns:&#039;&#039;&#039; After a charge, pick an enemy unit within 1&amp;quot; and roll a number of dice equal to your charge roll. For every 5+ inflict one mortal wound to the enemy unit&lt;br /&gt;
#&#039;&#039;&#039;Gliph-etched Talisman:&#039;&#039;&#039; The bearer can unbind a spell for turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Blackened Armor of Chaos:&#039;&#039;&#039; The bearer ignores mortal wounds on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Champion&#039;s Doomcloak:&#039;&#039;&#039; Add 2 to charge rolls for the bearer. &lt;br /&gt;
#&#039;&#039;&#039;Herdstone Shard:&#039;&#039;&#039; &#039;&#039;&#039;BULLGOR&#039;&#039;&#039; units wolly within 6&amp;quot; from the bearer trigger the Bloodgreed ability on a roll of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Thunderscorn====&lt;br /&gt;
#&#039;&#039;&#039;Ancestral Azyrite Blade:&#039;&#039;&#039; One of the bearer&#039;s weapons gets 2 better rend.&lt;br /&gt;
#&#039;&#039;&#039;Lightning-chained bracers:&#039;&#039;&#039; The bearer can reroll hits, all of your &#039;&#039;hits&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Thunderstrike Lodestone:&#039;&#039;&#039; Once per battle you can activate this to gain D3 wounds and deal 1 mortal wound to enemy units within 1&amp;quot; on a 2+.&lt;br /&gt;
#&#039;&#039;&#039;Horn of the Tempest:&#039;&#039;&#039; &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units wholly within 18&amp;quot; can run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Tanglehorn Familiars:&#039;&#039;&#039; Once per battle you can pick an enemy wizard within 12&amp;quot; in the enemy hero phase. They can&#039;t cast any spell in that phase.&lt;br /&gt;
#&#039;&#039;&#039;Ruinous Icon:&#039;&#039;&#039; The bearer can ignore the effects of spells and endless spells on a 4+.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
====Twisted Wilds====&lt;br /&gt;
Brayherd wizards pick a spell from here&lt;br /&gt;
#&#039;&#039;&#039;Viletide:&#039;&#039;&#039; Casting Value 6, an enemy within 12&amp;quot; takes d3 mortal wounds, d6 if within 6&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Vicious Stranglethorns:&#039;&#039;&#039; cast 7, each enemy within 3&amp;quot; of a terrain takes d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Savage Dominion:&#039;&#039;&#039; Casting Value 5, pick an enemy &#039;&#039;&#039;MONSTER&#039;&#039;&#039; and if you beat their bravery on a 2d6, they move to the closest model. pick an enemy 1&amp;quot; of it and roll a number of dice equal to the monster&#039;s wound characteristic. on a 4+ the enemy unit takes a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Tendrils of Atrophy:&#039;&#039;&#039; Casting Value 6, pick a visible enemy unit within 12&amp;quot;. That units get -1 to save rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Wild Rampage:&#039;&#039;&#039; Casting Value 6, pick a friendly unit within 12&amp;quot;. Until your next hero phase, That unit can reroll to wound in melee but suffers -1 to their save rolls.&lt;br /&gt;
#&#039;&#039;&#039;Titanic Fury:&#039;&#039;&#039; Casting Value 7, pick a friendly &#039;&#039;&#039;Beast of CHAOS MONSTER&#039;&#039;&#039; within 12&amp;quot;. That monster gets +1 attack to every melee weapon it has.&lt;br /&gt;
#* Titanic Fury is best to cast on units with multiple weapons, Chimera, GARGANT, or Gorgons.&lt;br /&gt;
&lt;br /&gt;
====Dark Storms====&lt;br /&gt;
Thunderscorn wizards get one of these.&lt;br /&gt;
#&#039;&#039;&#039;Thunderwave:&#039;&#039;&#039; Casting Value 7, each unit within 3&amp;quot; suffers d3 mortal wounds. Does not affect &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039;, &lt;br /&gt;
#&#039;&#039;&#039;Hailstorm:&#039;&#039;&#039; Casting Value 6, pick a visible unit within 21&amp;quot;. Halve its run, charge, and &#039;&#039;move&#039;&#039; characteristic&lt;br /&gt;
#&#039;&#039;&#039;Sundering Blades:&#039;&#039;&#039; Casting Value 7, a friendly unit within 18&amp;quot;. Improve their weapons&#039; rend by 1.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Beasts Of Chaos Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaanesh Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].&#039;&#039;&#039; Predatory Spell with 12&amp;quot; flying movement. Casting Value 5. Set up within 6&amp;quot; of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit&#039;s save, they take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].&#039;&#039;&#039;Predatory Spell with 6&amp;quot; flying movement. Casting Value 6. Set up within 18&amp;quot; of the caster. &#039;&#039;Does not affect &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;&#039;&#039;. Units that start a move within 12&amp;quot; of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.&lt;br /&gt;
**Also, after the model moves or is set up, roll 6 dice for each hero within 6&amp;quot;, rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don&#039;t bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].&#039;&#039;&#039; Predatory Spell with 8&amp;quot; flying movement. Casting Value 7. Set up within 12&amp;quot; of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.&lt;br /&gt;
**Also, this model gives -1 bravery to units within 12&amp;quot; unless they are &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;, in which case they get +1 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tzeentch Only:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:&#039;&#039;&#039; (40pts) Summons a floating 12&amp;quot; bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6&amp;quot; movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:&#039;&#039;&#039; (40pts) Summons a magical book that becomes part of the caster&#039;s unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:&#039;&#039;&#039; (50pts) This predatory spell has a...thematic move speed of 9&amp;quot;, and each turn it has 9 chances to deal MWs to the closest unit within 6&amp;quot; on a 5+ (4+ if they&#039;re wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning.&lt;br /&gt;
&lt;br /&gt;
===Greatfrays===&lt;br /&gt;
If you have a Beasts of Chaos army, you can give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique Command Ability, Command Trait, Artifact, and a unique ability. On the downside, your General must take the unique Command Trait, and the first Artifact you give to someone must be your Unique Artifact before you can assign any others. Like the Stormhosts, it&#039;s up to you if you want more freedom to choose, or gain some benefits from having important decisions locked off.&lt;br /&gt;
&lt;br /&gt;
====Allherd====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Bestial Might:&#039;&#039;&#039; Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Booming Roar:&#039;&#039;&#039; You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dominator:&#039;&#039;&#039; An ALLHERD general must have this command trait. You can re-roll charge rolls made for friendly ALLHERD units wholly within 18&amp;quot; of this general if this general is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Blade of the Desecrator:&#039;&#039;&#039; The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator. Pick one of the bearer&#039;s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a rend characteristic great than -3.&lt;br /&gt;
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====Dark Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shadowbeasts:&#039;&#039;&#039; &#039;&#039;&#039;WARHERD&#039;&#039;&#039; and &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units in a &#039;&#039;&#039;DARKWALKERS&#039;&#039;&#039; army are considered to have the &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Savage Encirclement:&#039;&#039;&#039; at the end of the movement phase, remove a unit 9&amp;quot; away from any enemy unit and wholly 18&amp;quot; of a &#039;&#039;&#039;DARKWALKER&#039;&#039;&#039; hero. Remove it and during your next movement phase return it to the field with the usual Deepstrike restrictions.&lt;br /&gt;
** While you can&#039;t ambush most of your Behemoths with your Allegiance ability. You can do deep-strike them with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Nomadic Leader:&#039;&#039;&#039; Add 1 to run rolls of units wholly within 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Desolate Shard:&#039;&#039;&#039; The first &#039;&#039;&#039;DARKWALKERS HERO&#039;&#039;&#039; to receive an artifact of power must be given the Desolate Shard. Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3&amp;quot; of a terrain feature. If they do so, roll a dice for each enemy within 1&amp;quot; of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
** Works best if you ambush your hero and go after terrain-boosted heroes and mages.&lt;br /&gt;
&lt;br /&gt;
====Gavespawn====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Gift of Morghur:&#039;&#039;&#039; If a friendly &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; hero dies, you can place a Chaos Spawn within 6&amp;quot; of the dead hero. If said guy had a chaos mark Keyword, the spawn gets it as well.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Propagator of Devolution:&#039;&#039;&#039; Pick a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; unit wholly within 12&amp;quot; from a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; Chaos Spawn, at the start of the combat phase. Add 1 attack to all the weapons of that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Unravelling Aura:&#039;&#039;&#039; The bearer can dispell one spell per turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;. If he already is one, he can dispell one extra time per turn.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Mutating Gnarlblade:&#039;&#039;&#039; One of the weapons of the bearer gets +2 damage, but each time you roll a 1 to hit, the bearer gets a mortal wound.&lt;br /&gt;
**Turns the meh Beastlord into a powerful character. And when he inevitably dies, you (likely) get a spawn!&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) Meh, good at taking Hero challenges but to be honest you&#039;re better off with a Shaman and Doombull as a general. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero. Take him along with some Gors, Bestegors, or Tzangors into an ambush to support them. &lt;br /&gt;
**There is a thing to be said for this lil&#039; guy: if you give him the gavespawn artifact, he becomes a very scary hero killer with a potential of 18 wounds per combat phase. The artifact is especially good on this guy since he can reroll those very harmful ones to hit. &lt;br /&gt;
**The Volcanic Axe is also a great artifact on him. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts) You need this guy because he is the cheapest Twisted Wilds Caster and he increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. In a brayherd/warherd heavy army, always take at least two.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:&#039;&#039;&#039; (160pts)The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he&#039;s not all that bad in melee, but that is still only a last resort, as he&#039;s too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he&#039;s at it.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (180pts) One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
**Why in Gurr does that big ass axe not have rend -2?&lt;br /&gt;
***Why do huge ass Dragon Ogors only dish out 1D on their weapons (while gutbusters do 2D)? The world works in mysterious ways....&lt;br /&gt;
&lt;br /&gt;
====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts) The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a  +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;. &lt;br /&gt;
**If you make him a Gavespawn and give him the unique artifact, his weapon becomes a damage 5 rend -2 nuke on a stick, fairly able to down a big enemy monster in one turn. This is especially good if you take him as part of the Khorne battalion, since he will reroll 1s to hit most of the time.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your General is a Beastlord or Great Bray Shaman, Min10 Max:30 120/300pts). Silly armor-wearing tits, comparable to Freeguild Greatswords but better, they aren&#039;t a hammer unit like Gorebulls, but they do better at killing and most masses of Gors with shields will create a fair tarpit. If only we had access to good ol&#039; pestigors, now they did their job. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or &#039;&#039;&#039;ORDER&#039;&#039;&#039; units. Spells and command abilities can buff them even more, to the point of being overkill. If you run Brayherd don&#039;t look further for Battleline units, this is where the blood flows.&lt;br /&gt;
** As tempting as it is to run 30 man units for Horde Discount, 32mm bases and very unwieldy model numbers make MSU Bestigors the more obvious choice. 3 10 man units are far more flexible than 1 30 man unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:30 70/200pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models.  All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 2 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.&lt;br /&gt;
** There is some confusion about Gor&#039;s true role. They are obviously not as punchy as Bestigors (who are only a mere 30pt upgrade, and also can be battleline with brayherd general so the Battleline argument can&#039;t be used) and they can&#039;t Horde as well as Ungors (32mm bases screws units with 1&amp;quot; weapons). Their +1 attack buff works at 20+ models, which really means taking 30 of them since one shooting phase screws 20 man units, and huge units have their own issues (ask khorne players how fun it is to take huge hordes of 32mm based bloodreavers). Unless you&#039;re really attached to taking Gors, either A. Bestigors are worth the point bump for power, or B. Ungors are your better chaff option that can actually output more attacks with their 25mm bases and 2&amp;quot; spears. &lt;br /&gt;
**A potential option for them given their cheaper price than Bestigors and better durability than Ungors would be as hardy objective and backfield holders. With their relatively good save in combat in large enough squads they can be surprisingly hardy and can make good charge breakers and objective defenders so more killy units like Minotaurs or Bestigors can mop up after. In essence, leave the actual killing to the Bestigors and leave the role of cannon-fodder to the Ungors. The Gors are your hardy shield-wall from enemy counter-attacks.&lt;br /&gt;
**They went down in points to 70....but for some godforsaken reason their horde discount is 200. Aka 10pts cheaper than 210. Gors would have been so much more palatable at 180pts. I guess someone at GW was like &#039;&#039;&amp;quot;ooooh nooo! gors can&#039;t be cheaper than ungors!&amp;quot;&#039;&#039;. Most pointless horde discount in the game confirmed?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The main reason you use regular Ungors is so you can sacrifice them to summon more units. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Once the Herdstone kicks in, their poor Bravery becomes moot.&lt;br /&gt;
**Ironically Ungors with spears become crazy scary in Slaanesh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Tzaangor Shaman, Min10 Max:30 180/480pts). Incredible. They are slightly slower gors with more attacks and an extra wound. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between three weapons, twin swords, sword and shield, and Greatsword (only two on every five models can use Greatswords). The shield gives you a nice save-after-the-save, the twin swords get you better hit rolls and the Greatblade only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a nice rule where you gain +1 attack to all weapons if you have 9 or more models. Since this stacks nicely with the few strong attacks from the Greatblade, you want Greatblades if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. The good thing? You can mix-and-match so that you can do both! They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if the Tzaangors have Wizards chilling with them. Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish. There 0 to no reason to not include them in a Tzeentch Beast army.&lt;br /&gt;
&lt;br /&gt;
====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Doombull, Min3 Max:12 140pts). Get the same Bloodgreed rule as the Doombull, а  weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they respectively give +1 to charge rolls and +1 Bravery for each enemy unit within 12&amp;quot; of them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
** Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
**Cynical BoC players say that as cool as Minotaurs/Bullgors are, they&#039;re statistically inferior to Tzaangor Enlightened on Disks. Up to your own experiences though.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Dragon Ogor Shaggoth, Min3 Max:12 140pts). Not bad, either. Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps.&lt;br /&gt;
**Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). Combine this with Desolation battalion (RAW it affects shooting) for some hilarious extra Dakka.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
**Don&#039;t underestimate these old models. They can be taken in many battalions and are pretty cheap for minimum units. Too bad it&#039;ll cost you an arm and a leg for either official models - or you convert them cheaply from Marauder Horsemen. While chariots may be the better (and cheaper) unit, having some centigors isn&#039;t a terrible idea.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don&#039;t like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:&#039;&#039;&#039; (Min:3 Max9 100pts) Elite Tzaangors on foot. They have a beautiful psychological tool in the &#039;&#039;Guided by the Past&#039;&#039; ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3&amp;quot; has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful rerolls or let them attack first and pray he&#039;ll still have models left once they&#039;re done. Nearby Tzaangor Shamans buff the hit rolls of Enlightened spears and beaks by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Discs of Tzeentch]:&#039;&#039;&#039; (Min:3 Max9 160pts) Same profile as above with 10&amp;quot; extra Move, Fly, an extra Wound and a massively scary melee profile on top of their own massively scary melee profile. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:&#039;&#039;&#039; (Min:3 Max9 200pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don&#039;t wanna imagine that scene). They have the obscene 16&amp;quot; Movement of the Enlightened, the 24&amp;quot; range of the Kurnoth Hunters and unmodified 6 Hit rolls immediately deal Mortal Wounds. This is even stronger considering close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1. You owe yourself a favor playing this guys, considering the rest of your army has an abbysal range damage potential, the archer chickens shine even more.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; (Min:1 Max6 50pts) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save makes for pretty hardy models. It can also dedicate itself to a chaos god.&lt;br /&gt;
**You&#039;ll need a few of these guys for Gavespawn, even if you go crazy and field 6 heroes to transform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Chaos_Warhounds.pdf Chaos Warhounds]:&#039;&#039;&#039; (Min:10 Max30 80/210pts) They&#039;re warhounds. Each is just as durable and twice as powerful in combat as a Marauder but without any of the buffs and an awful Bravery of 4. They&#039;re pretty fast, though, so that&#039;s good. Use them with Bulls after they break the lines send in Warhounds to mop them up quickly.&lt;br /&gt;
**Combat wise these guys are TERRIBLE compared to Centigors (who cost the same points). BUT they have one interesting use, the cheapest source of Cavalry sized bases. Wanna prevent ambushing and deep strikes? Have a unit of warhounds make a hilariously long conga line!&lt;br /&gt;
**Honestly Warhounds might be in every third or so army if they were Battleline like other faction hounds (dire wolves and flesh hounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razorgor-en.pdf Razorgors]:&#039;&#039;&#039; (Min:1 Max6 50pts) The bacon missile! A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10&amp;quot; move and 4 above average attacks, that on the charge that deal additional Mortal wounds on unmodified 6s to hit. Razorgors look threating glancing at the warscroll, Making them good Distraction Carnifexes. They are as cheap to field in large numbers.&lt;br /&gt;
**Addicted to ambushing? Razorgors will be able to fulfill your &amp;quot;one unit per ambushing unit&amp;quot; tax very cheaply.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:&#039;&#039;&#039; (100pts) It&#039;s a cheap flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn&#039;t lose effectiveness as it gets damaged. It&#039;s Petrifying Gaze has you pick a unit in range (10&amp;quot;), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:&#039;&#039;&#039; (240pts) Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That&#039;s the equivalent of &#039;point-click-die&#039; to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested too long for it to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 3 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 3 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 3 attacks with a 4/4+, -1 rend and 2 damage. Also has 6 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it&#039;s 5+ save won&#039;t do a huge amount to block any artillery fire that&#039;s aiming at it unless you have other deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it&#039;s still moving. It also gets +2 to charge rolls so this makes doing so a little easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039;(140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a &#039;&#039;model&#039;&#039; so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. &lt;br /&gt;
** If you are using the Darkwalker Greatfray, then you can ambush this badboy up your opponent&#039;s ass with quick ease and with an entourage of other &#039;&#039;&#039;WARHERD&#039;&#039;&#039; to support it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-jabberslythe-en.pdf Jabberslythe]:&#039;&#039;&#039;(160pts) It screams [[Distraction Carnifex]]. A fast flying monster with 10 wounds, -2 rend attacks, acid blood that mortal wounds enemies that wound it on 4+. Its unique gimmick is that at the start of the hero phase, each enemy within 6&amp;quot; can&#039;t do anything on a roll of 6. This monsters goal is to draw in an enemy fire while getting in the center of enemy lines to disrupt formations. The threat of being shut down for a turn is unlikely, it’s still credible, so use it to chase units out of position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-gargant-en.pdf Chaos Gargant]:&#039;&#039;&#039; (170pts) he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model&#039;s wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished in a 2&amp;quot; radius within 3&amp;quot;, suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn&#039;t charge. Also, gain the ability to take a mortal wound if near a Beast of Chaos hero in exchange for +1 attack to all his weapons.&lt;br /&gt;
**Wack him with your hero and stack Titanic Fury, suddenly the humble gargant has 6 extra attacks with 2 of his weapons normally being 1 attack wonders. Not as cool as Titanic Fury on a Chimera though.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Herdstone.pdf Herdstone]:&#039;&#039;&#039; This big ass untraversable piece of scenery exudes not one but two nasty ass auras, both with a 6&amp;quot; range, one that make your guys autopass battleshock tests if wholly within the range and the other lowers enemy save stat by 1. Already pretty good rigth? Well, what if I told you that said auras increase their range by 6&amp;quot; each turn? Yikes. Enjoy your 24&amp;quot; no battleshock and basically +1 rend bubble at turn 4. Also you can use it to sacrifice your poor ungors with the Primordial Call mechanic.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brass Despoilers (190 p)&#039;&#039;&#039; (Min: 620.pt. Max: 10770.pt.) &#039;&#039;1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Khorne&#039;&#039;&#039; Keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9&amp;quot; another unit from this Battalions. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase.&lt;br /&gt;
***Might as well just pick Bullgors instead the other gor flavors. This battalion does not include any wizard (wonder why...) so no Bray Shamans, so no extra movement.&lt;br /&gt;
***Well nothing prevents you from simply fielding separate wizards, just that they won&#039;t be part of the one drop.&lt;br /&gt;
**Pair up units of centigors for scarily accurate flankers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantasmagoria of Fate (200 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; keyword and non-wizards can unbind spells within 9&amp;quot; as if they were wizards. &lt;br /&gt;
***Might just as well use only Tzaangors, over regular shaggies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Throng (200 p)&#039;&#039;&#039; (Min: 470.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+.&lt;br /&gt;
**Field 7 single unit of chariots as part of the battalion for 7 amazingly cheap and surprisingly punchy nurgle bombs.&lt;br /&gt;
**Combine this with Gavespawn. Then field 4 Beastlords and send them straight into the enemy. They might actually get a few kills before blowing up in a nurgle shower, then having a spawn take their place (sadly won&#039;t further explode). Maybe if you have the points up them into Doom Bulls for more threatening and bigger base nurgle bomb into spawn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Depraved Drove (150 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors , Dragon Ogors; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Slaanesh&#039;&#039;&#039; Keyword and Re-roll failed charge roll if the unit is within 12&amp;quot; of an enemy hero with an Artifact and re-rolls To-Hit if the target has an Artifact.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desolating Beastherd (150 p)&#039;&#039;&#039; (Min: 640.pt. Max: 5330.pt.) &#039;&#039;1 Beastlord or Doombull, 1-3 Great Bray-Shamans, 1-3 units of Bestigors or Bullgors in combination, 1-3 units of Gors or Tuskgor Chariots in combination, 2-6 units of Ungors or Ungor Raiders in combination, 0-1 Ghorgon or Cygor.&#039;&#039;&lt;br /&gt;
**  If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
**Hilarious with Ungor Raiders as THEY have to be in the enemies territory but NOT the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hungering Warherd (150 p)&#039;&#039;&#039; (Min: 950.pt. Max: 2790.pt.) &#039;&#039;1 Doombull, 3 Bullgors, 1-3 combination Cygor or Ghorgons &#039;&#039;&lt;br /&gt;
** Gives a +3&amp;quot; to pile ins.&lt;br /&gt;
** This sounds neat! But doesn&#039;t change the actual range of pile in &amp;quot;range&amp;quot;. You still have to be able to pile in to get the bonus pile in range, so you can&#039;t be 6&amp;quot; away and then pile in 6&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauding Brayherd (180 p)&#039;&#039;&#039; (Min: 970.pt. Max: 8100.pt.) &#039;&#039;Beastlord, 1-3 Great Bray-Shaman, 2-6 combination Bestigors or Tustgor chariot, 3-9 Gors, 4-12 Combination Ungors, Ungors Raider, or Centigor&#039;&#039;&lt;br /&gt;
**  Give +1 to charges to Brayherd unit are set up on the table.&lt;br /&gt;
** Whoever made this battalion apparently didn&#039;t read the other battalions despite them existing in the nearby pages. Why? because not only does this battalion cost quite a bit (more than the Desolation Beastherd) but requires an INSANE amount of units taxes. 3 gor units and 4 ungor unit is very hefty, especially for an ability that only works once (or twice with Dark Walkers). Meanwhile most other battalions in the book just need 3-4 units minimum.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderscorn Stormherd (190 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-3 Dragon Ogor Shaggoths, 3-9 units of Dragon Ogors &#039;&#039;&lt;br /&gt;
** During Each of your Hero phase,  units from the Battalion heals on a +4, and damages nearby enemies on a +4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Start Collecting Box)&#039;&#039;&#039; (Min: 460.pt. Max: 500.pt.) &#039;&#039;1 Great Bray-Shaman, 1 unit of Ungors or Ungors Raider, 1 unit of Bestigors, 1 unit of Cygor or Ghorgon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Older Formations:&lt;br /&gt;
&lt;br /&gt;
==Army building==&lt;br /&gt;
&lt;br /&gt;
* 3 start collecting boxes and a Herdstone is a pretty good start. Around 1400-1500 points. &lt;br /&gt;
* A shaman or two (at least) is practically mandatory must, he&#039;ll buff your shaggymen or debuff enemy units to piss off your opponent.&lt;br /&gt;
* Bullgors, in groups of 6 are great at charging the enemy and breaking lines.&lt;br /&gt;
* 20-40 Ungors. Not really good at anything except holding ground, soaking up potentially devastating charges and getting fed into the grinder for more Call points - but that&#039;s enough. Don&#039;t ever bother with but giving them bows or spears. Useful for cheap summons that can outflank on later turns and capture an objective near the end of the game. Keep them in range of your Herdstone and you&#039;ll get much more use out of them than their mediocre bravery would suggest. &lt;br /&gt;
* Bestigors are amazing at dismantling stuff on the charge, especially order units - just don&#039;t let them get charged, because they will go down hard if this happens.&lt;br /&gt;
* 0 or 30 Gors. Either go big with a unit with a huge number that can maul things, or don&#039;t bother with them at all. Don&#039;t use them as charge breakers - you have Ungors for that. &lt;br /&gt;
* Cygors, take two or three, useful to have some long range siege weapons and great at annoying enemy wizards.&lt;br /&gt;
* Have fun with your big monsters. Chimeras and gargants are particularly fun, and can be devastating if supported by some buffs. Both of the big cows are worth the points investment most of the time, and the rest of the monsters are kinda meh, but don&#039;t cost too many points either.&lt;br /&gt;
&lt;br /&gt;
* A note on dragon ogors - they suck. They&#039;re not worth the monetary OR points investment, unless you&#039;re a huge fan of the models and just want to push them around on the battlefield. They just don&#039;t do much, even when they are well supported. The Shaggoth looks like he could be monstrous, but is actually inferior to a doombull. &lt;br /&gt;
&lt;br /&gt;
*For a general non-tzeentch themed list consider the following:&lt;br /&gt;
***General of your choice&lt;br /&gt;
***Ungors/Chaos Warhounds - for scouting and screening&lt;br /&gt;
***Large unit of Bestigors/a couple of ghorgons/some units of bullgors - for the actual killing&lt;br /&gt;
***Spawn/other chaff unit - cheap backfield objective holding&lt;br /&gt;
***Don&#039;t bother with battalions, unless you mean to take the Khorne, Nurgle or Tzeentch one. Those three are excellent, the others are... interesting, but clunky at best and downright ridiculously bad at worst.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
 &lt;br /&gt;
[[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness | Slaves to Darkness]] - Only them. Warriors and Knights are always good picks in any army it can use them. This guys are even better with marked Beasts, since you can share the god keyword for funny shenaningans.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
Slightly more options for your Beastmen army&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Chaos Dorfs with artillery but not really Chaos Dorfs.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; 2 squads of 10 outriders can be infamous in this army, thanks to the many that you can already give at save rolls of enemy units. Try to give some gun and empire clothes to centigors and see the results. &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
For the Nurgle battalion you can take a bunch of minimum size units and smash them into opponents for a ton of free splash mortal wounds. Take Gavespawn for extra hilarity to have some of those bombs become spawn.&lt;br /&gt;
&lt;br /&gt;
For how efficient the primoridal call points are, alot of value can be generated by having a bray-shaman sacrifice ungors near the herdstone. You can easily get 3 to 4 points on in your first hero phase and summon a new unit off the bat. Chariots make a good choice as they cost 3 primordial call points but cost 60 matched play points and with the ability to reroll charges you might even be able to charge with it the turn it comes out. Chaos spawn are another choice at 3 point for 50 matched play points.&lt;br /&gt;
&lt;br /&gt;
A unit of 10 ungors can fill a battle line slot and provide cheap wounds for your blood sacrifices.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Blades_of_Khorne&amp;diff=19754</id>
		<title>Age of Sigmar/Tactics/Chaos/Blades of Khorne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Blades_of_Khorne&amp;diff=19754"/>
		<updated>2020-06-25T17:34:13Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Bloodbound */&lt;/p&gt;
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{{Age of Sigmar Faction|Faction=Blades of Khorne|Logo=Khorne_by_baklaher-d7335e6.jpg|Alliance=Chaos|Lore=Khorne|Icon=Khorne mark.png|Motto=&#039;&#039;&#039;BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULLS THRONE!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Blades of Khorne allows you to finally run a mixed mortal and daemonic army, as well as upgrading both sides with killy, new stuff.&lt;br /&gt;
&lt;br /&gt;
==Why Play Blades of Khorne?==&lt;br /&gt;
&lt;br /&gt;
Because you&#039;re tired of all this frilly magic nonsense running around the table. A purple sun? REALLY?!&lt;br /&gt;
&lt;br /&gt;
The hordes of Khorne are great at shutting down magically inclined opponents while lopping off their heads. This army isn&#039;t braindead, however, and requires intelligent use of stacking auras, prayers, command abilities, and artifacts to actually be effective. With the 2.0 point increases across the board, it&#039;s now more important than ever to hone in on what makes Blades of Khorne so great.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS&#039;&#039;&#039;&lt;br /&gt;
*Khorne cares not from where the blood flows. Your own units dying helps you in the long run.&lt;br /&gt;
*Your prayers cannot be unbound.&lt;br /&gt;
*Between Blood Points, Command Abilities, prayers, Judgements, relics, battalions and whatnot, Khorne&#039;s armies are surprisingly flexible and tactical now. They&#039;re still obsessed with close combat, of course, but can adapt to many opponents quite well.&lt;br /&gt;
*Your army is tied with the Greenskins for the most fun thing that you can say while playing any kind of &#039;&#039;Warhammer&#039;&#039;: BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONS&#039;&#039;&#039;&lt;br /&gt;
*Only one real artillery unit in the Skull Cannon, which is worthless&lt;br /&gt;
*Too much of a good thing can be a bad thing, and is here. You&#039;ll want every kind of hero in your army but won&#039;t have the space for them.&lt;br /&gt;
*It&#039;s possible to be banned from a store for saying &amp;quot;BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!&amp;quot; too much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s changed in 2.0?&#039;&#039;&#039;&lt;br /&gt;
*Heroes you previously wouldn&#039;t have taken have gotten significantly better. The 3 base command abilities can be used by all of your heroes, without them being your general. Your Exalted Deathbringers and Aspiring Deathbringers are a decent choice now!&lt;br /&gt;
*Summoning no longer requires points from your army spent. Kill stuff, get Blood Tithe, summon more.&lt;br /&gt;
*Arcane Shield was significantly nerfed...but Bronzed Flesh is still +1 to save rolls &amp;lt;s&amp;gt;and can be used several times in a phase&amp;lt;/s&amp;gt;  Not anymore, prayer from the Blood Blessing table can only be chanted once each turn.&lt;br /&gt;
*Since GHB2017, you no longer need to worry about Bloodbound and Daemon allegiances. While your general still can affect what additional battlelines you can take, all you need is the Khorne tag!&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Blades of Khorne (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/dab8b493.pdf Blades of Khorne Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|KHORNE}} allegiance and chose to take the {{AOSKeyword|KHORNE}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locus of Fury:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly Khorne Daemon units while they are wholly within 12&amp;quot; of any friendly {{AOSKeyword|Khorne Daemon Heroes}}, or wholly within 16&amp;quot; of any friendly {{AOSKeyword|Khorne Greater Daemons}}. A nice buff to your Khorne daemons. As with all other buffs, the unit creating the aura is considered to be inside it, so all of your Daemon Heroes innately reroll hits of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood for the Blood God!&#039;&#039;&#039;: A {{AOSKeyword|KHORNE}} army generates Blood Tithe points during the course of each battle; the controlling player must keep a record of how many points their army accrues. One point is generated each time a unit belonging to either player is wiped out.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise in the rule for a reward, Blood Tithe points can be expended at the start of either player’s hero phase, but only once per phase. Pick one Blood Tithe reward that has a value equal to or less than your current number of Blood Tithe points and immediately resolves its effects. When one or more Blood Tithe points are expended, any remaining points are lost, though more points can be generated later in the game as normal.&lt;br /&gt;
&lt;br /&gt;
This means that Khornate armies will tend do absolutely break the shit outta MSU armies, since they&#039;ll be gaining Blood Tithe points extremely quickly, butchering through some pesky ratmen, for example. This also means that low count armies, like Beastclaw Raiders, will be harder prey, given that they armies numbers are quite low.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Bloody Exemplar&#039;&#039;&#039;: 1 Point. Gain a command point. IT JUST WORKS!&lt;br /&gt;
#&#039;&#039;&#039;Spelleater Curse&#039;&#039;&#039;: 2 Points. Choose this reward immediately after a {{AOSKeyword|WIZARD}} has cast a spell anywhere on the battlefield; it is automatically unbound. You may not choose this reward after having attempted to unbind the spell.&lt;br /&gt;
#&#039;&#039;&#039;Murderlust&#039;&#039;&#039;: 3 Points. Select a Khorne unit from your army; that unit can move as if it were the movement phase. If it is within 12&amp;quot; of an enemy model, it can either move as if it were the movement phase or charge as if it were the charge phase. Murderlust specifies a &amp;quot;normal move&amp;quot; which includes the option to retreat &amp;amp; run, effectively giving any of your units retreat, run, move, charge sequentially. Useful for Thirsters stuck in combats they can&#039;t win, and/or cycle charging Skullcrushers. Also, if you charge in hero phase, you can pile in even if you ran in your movement phase. When you run, then you cannot charge which in turn doesnt allow you to pile in but guess what, you already &#039;&#039;&#039;Charged&#039;&#039;&#039; in hero phase which means you are eligible to pile in. This trick can be used by any faction that can charge in hero phase(Iron jawz for example).&lt;br /&gt;
#&#039;&#039;&#039;Apoplectic Frenzy&#039;&#039;&#039;: 4 Points. Select a Khorne unit from your army that is within 3&amp;quot; of an enemy model; that unit can immediately pile in and attack as if it were the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Brass Skull Meteor&#039;&#039;&#039;: 5 Points. Pick a single unit anywhere on the battlefield; that unit immediately suffers D3 mortal wounds. In addition, roll a dice for each unit within 8&amp;quot; of the unit you picked; on a roll of 3 or more, the unit being rolled for suffers a mortal wound. If the roll is a 6, the unit takes D3 mortal wounds instead. You can launch this upon Skarbrand; he will heat up faster and if is already around a couple of enemies, they&#039;ll also have a chance to suffer residual damage. (Basically useless unless there&#039;s a 1 wound unit holding an objective in one of the few battleplans that you can&#039;t walk off a point and still hold it)&lt;br /&gt;
#&#039;&#039;&#039;Relentless Fury&#039;&#039;&#039;: 6 Points. Until your next hero phase, each time a {{AOSKeyword|KHORNE}} model in your army is slain in the combat phase, you can make a pile in move and then attack with the model before you remove it (use the lowest line on the damage table if it has one on its warscroll when resolving this attack).&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rain&#039;&#039;&#039;: 7 Points. You may use this once per battle. Immediately after you use it, and every one of your hero phases afterwards, you may heal all friendly Khorne units on the battlefield D3. Have an army of big baddies? Keep them happy with a little spritz of blood!&lt;br /&gt;
#&#039;&#039;&#039;Slaughter Triumphant&#039;&#039;&#039;: 8 Points. You may use this once per battle. Affects all friendly Khorne units. Unmodified melee hit rolls of 6 count as 2 hits instead of 1. Congrats, you just gave everything in your army exploding dice. That block of 20 Bloodwarriors, those 40 Bloodreavers, that summoned unit of 20 Bloodletters, and don&#039;t forget your Bloodthirster. A very, very good choice, but you better make sure you&#039;ve still got enough of an army to enjoy it.&lt;br /&gt;
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&#039;&#039;&#039;Summon Daemons of Khorne:&#039;&#039;&#039; as of AOS2, wizards have all lost the ability to summon {{AOSKeyword|Daemons}}. Instead, at the END of your movement phase, you may use 2-8 (or 16) Blood Tithe points to summon from the list below. The new unit must be set up wholly within 12&amp;quot; of a {{AOSKeyword|Khorne Hero}} or {{AOSKeyword|Skull Altar}}, and 9&amp;quot; away from an enemy. The unit summoned cannot move or run this turn, but they may charge (a nine-inch charge isn&#039;t good odds without some aura support). Blood Tithe points immediately disappear whenever you spend even 1 point, so generally speaking, if you do summon try use as many of the points as you can. Summoning is situational but can be just what you need late game to jump on an objective or cut off your opponent&#039;s movement. A Skullcannon can still fire as well, so quick-scoping a long-range target is possible.&lt;br /&gt;
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*&#039;&#039;&#039;2 Blood Tithe&#039;&#039;&#039;: 1 Bloodmaster&lt;br /&gt;
*&#039;&#039;&#039;2 Blood Tithe&#039;&#039;&#039;: 5 Bloodletters&lt;br /&gt;
*&#039;&#039;&#039;3 Blood Tithe&#039;&#039;&#039;: 1 Skullmaster&lt;br /&gt;
*&#039;&#039;&#039;3 Blood Tithe&#039;&#039;&#039;: 5 Flesh Hounds&lt;br /&gt;
*&#039;&#039;&#039;4 Blood Tithe&#039;&#039;&#039;: 1 Blood Throne&lt;br /&gt;
*&#039;&#039;&#039;4 Blood Tithe&#039;&#039;&#039;: 10 Bloodletters&lt;br /&gt;
*&#039;&#039;&#039;5 Blood Tithe&#039;&#039;&#039;: 1 Skullcannon&lt;br /&gt;
*&#039;&#039;&#039;5 Blood Tithe&#039;&#039;&#039;: 3 Bloodcrushers&lt;br /&gt;
*&#039;&#039;&#039;6 Blood Tithe&#039;&#039;&#039;: 10 Flesh Hounds&lt;br /&gt;
*&#039;&#039;&#039;6 Blood Tithe&#039;&#039;&#039;: 15 Bloodletters&lt;br /&gt;
*&#039;&#039;&#039;7 Blood Tithe&#039;&#039;&#039;: 20 Bloodletters&lt;br /&gt;
*&#039;&#039;&#039;8 Blood Tithe&#039;&#039;&#039;: 1 Bloodthirster of Unfettered Fury&lt;br /&gt;
*&#039;&#039;&#039;8 Blood Tithe&#039;&#039;&#039;: 1 Bloodthirster of Insensate Rage&lt;br /&gt;
*&#039;&#039;&#039;8 Blood Tithe&#039;&#039;&#039;: 1 Wrath of Khorne Bloodthirster&lt;br /&gt;
*&#039;&#039;&#039;16 Blood Tithe&#039;&#039;&#039;: 1 EXALTED GREATER DAEMON OF KHORNE&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Slaughterhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Khorne units in your army gain this keyword. If a model already has a Slaughterhost keyword, it cannot gain another one, but this does not prevent other units in your army from having a different Slaughterhost keyword on other units. This does not mean you can use two Slaughterhost rulesets, it only means if a unit comes with a Slaughterhost keyword it is not prevented from being used in your army using another Slaughterhost keyword, they just can&#039;t benefit from any of the rules. There are four Slaughterhosts to choose from in the book and they are all bloody fantastic. Each comes with a keyword wide Ability and mandatory Command Ability, Command Trait, and Artifact of Power. It&#039;s an easy (see: free) way to get more good shit for your army, so there&#039;s really never a reason NOT to use one of them. NOTE: this doesn&#039;t give you a free random artifact; the artifacts in these must be the first artifact you give to your army.&lt;br /&gt;
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&#039;&#039;&#039;Reapers of Vengeance (boy I sure do hate wizards and love daemons)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Devour the Craven:&#039;&#039;&#039; If any enemy units within 3 inches of any friendly {{AOSKeyword|Reapers of Vengeance}} fails a battleshock test, add D3 models that flee. Stacks well with a few other new battleshock altering abilities.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Leave None Alive:&#039;&#039;&#039; At the start of the combat phase, pick 1 friendly {{AOSKeyword|Reapers of Vengeance Daemon}} unit wholly within 8 inches of a friendly {{AOSKeyword|Daemon}} model with this command ability. After that unit has fought in the combat phase for the first time, if they are within 3&amp;quot; of an enemy unit, it can instantly pile in and attack again. (For those of you looking at Tyrants, since both rules happen &amp;quot;immediately after a unit fights for the first time&amp;quot; using this command ability will break the chain of Tyrants, as such, whichever you want to fight twice, use it at the end of the chain.)&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Mage Eater:&#039;&#039;&#039; The general can attempt to unbind one spell in the enemy hero phase in the same manner as a Wizard. If your unmodified unbind roll is an 8, the spell is unbound AND the caster suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Skullshard Mantle:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, roll a dice. If you do so, on a 2+ ignore the effects of that spell on the bearer. It doesn&#039;t just work on wounds.&lt;br /&gt;
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&#039;&#039;&#039;The Bloodlords (boy I sure do hate Heros/Monsters and love punching them with my zipping Greater Daemon)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Slay the Mighty:&#039;&#039;&#039; You can reroll wound rolls of 1 for attacks made by friendly {{AOSKeyword|Bloodlords Daemon}} units that target a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - First in His Sight:&#039;&#039;&#039; At the start of your hero phase, pick a friendly model with this command ability. You may heal 1 wound allocated to each friendly {{AOSKeyword|Bloodlords Daemon}} unit wholly within 16&amp;quot; of that model.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Slaughterer&#039;s Thirst:&#039;&#039;&#039; Add 4&amp;quot; to the Move characteristic of this general. Also, re-roll charge rolls for this general. Faster Bloodthirsters are always handy.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Halo of Blood:&#039;&#039;&#039; The bearer fights at the start of the combat phase before the players pick any other unit to fight in that combat phase. Note: the player whose turn it is choosing who&#039;s &amp;quot;fight first&amp;quot; ability trumps the other.  Note to the note:  Actually not true, whoever&#039;s turn it is goes first with all of their &#039;fights at start of combat phase&#039; units, then the other player fights with all of theirs, then it goes to standard alternating order.&lt;br /&gt;
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&#039;&#039;&#039;The Goretide (GOTTA GO FAST!)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Tireless Conquerors:&#039;&#039;&#039; You may re-roll wound rolls of 1 for attacks made by melee weapons by friendly {{AOSKeyword|Goretide Moral}} units wholly within 12&amp;quot; of an objective marker.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Ever Onwards:&#039;&#039;&#039; During your movement phase, before you make a run move, you may use this ability on 1 friendly {{AOSKeyword|Goretide Bloodreaver}} or {{AOSKeyword|Goretide Blood Warrior}} unit wholly within 16&amp;quot; of a friendly model with this command ability. If you do so, that run roll is auto 6. In addition, that unit can run and charge this turn. Reavers kept their +1 run/charge banner, and you can still whip them for +3 run/charge, so this ability allows you to get a block of 40 across the field turn one, their **minimum** threat range becomes 19+2d6&amp;quot; (Base Move + Run bonuses (roll of 6+1+3) + Charge bonuses (2D6+1+3)&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Hew the Foe:&#039;&#039;&#039; Add 1 to the Damage characteristic of this general&#039;s melee weapon. Your general is going to want to get in and stay in, so beefy bois like your Juggerlord or Mighty Lord are best.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Thronebreaker&#039;s Torc:&#039;&#039;&#039; Ignore positive or negative modifiers when making saves for this model. Now that your Bloodsecrator can move, may be just what he needs to shrug off the volleys of fire coming his way.&lt;br /&gt;
*&#039;&#039;&#039;Named Hero With Keyword:&#039;&#039;&#039; Korghos Khul&lt;br /&gt;
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&#039;&#039;&#039;The Skullfiend Tribe (hunt their heroes, let lose your Khorgoraths)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Skull Hunters:&#039;&#039;&#039; You may re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Mortal}} units that are wholly within 12&amp;quot; of an enemy Hero.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - For the Brass Citadel:&#039;&#039;&#039; At the start of the combat phase, you can pick 1 friendly model with this command ability. Until the end of the phase, re-roll all hits and wounds for attacks made by friendly {{AOSKeyword|Skullfiend Tribe Khorgorath}} units wholly within 10&amp;quot; of that model.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Master Decapitator:&#039;&#039;&#039; Get 2 Blood Tithe points when your general slays a Hero instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Crowncleaver:&#039;&#039;&#039; Pick one melee weapon, that weapon gets +2 attacks.&lt;br /&gt;
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&#039;&#039;&#039;The Flayed (How do I like worshiping khorne but I don&#039;t like dying, also let loose your Skullcrushers)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Blood woken Runes:&#039;&#039;&#039; end of the combat phase, a {{AOSKeyword| Flayed Mortal}} unit save increases once by +1 for rest of game if they slay a {{AOSKeyword|Hero}} or {{AOSKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Wrathspeaker:&#039;&#039;&#039;  at start of combat phase, a {{AOSKeyword| Flayed Mortal}} wholly within 12&amp;quot; of a {{AOSKeyword| Mortal Hero}} gain +1 to hit rolls if they charged this turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Vessel of Butchery:&#039;&#039;&#039;  re-roll prayer rolls of 1 within 8&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Artifact - The Slaughterhelm:&#039;&#039;&#039; +2 charge rolls.&lt;br /&gt;
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&#039;&#039;&#039;The Baleful Lords (all abord the Bloodthirsters train)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ability - Unbound Slaughter:&#039;&#039;&#039; {{AOSKeyword|Baleful Lords Bloodthirsters}} can run &amp;amp; charge and take can have one more &#039;&#039;&#039;Behemoth&#039;&#039;&#039; in your list if they are all {{AOSKeyword|Bloodthirsters}}. Do I Hear 5 Bloodthirsters. (you still need Battlines but you can go cheap on it)&lt;br /&gt;
*&#039;&#039;&#039;Command Ability -Frenzed Annilation:&#039;&#039;&#039; during combat, one {{AOSKeyword|Baleful Lords Bloodthirsters}} ignores wound table.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Thirst for carnage:&#039;&#039;&#039; +1 to charge rolls for {{AOSKeyword|Baleful Lords Bloodthirsters}} within 8&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Black brass crown:&#039;&#039;&#039; +1 Save against attacks. Put this on Bloodsecrator, leave him in cover and watch him laugh at any shooting attempts your enemies might try or be an asshole and give this item to Exalted Bloodthirster, nobody wants to meet 20 wound monster with 3+ save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note regarding the above:&#039;&#039;&#039; Your general does not have to be from any of the above to take the general trait, but if he is than he MUST take it. That means no named heroes can be your general and get a keyword (Korghos Khul being the exception since he has the Goretide keyword). You MUST use the Slaughterhost&#039;s Artifact of Power (your general doesn&#039;t have to), and only that Slaughterhost&#039;s Hero can use it (so no giving your Goretide hero the Skullfiend Tribe&#039;s Artifact). The Slaughterhost&#039;s are clearly designed so that you take certain units (two being Daemon focuses and two being Mortal focused), but nothing&#039;s stopping you from mixing and matching.&lt;br /&gt;
* Also: imagine Slaughterer&#039;s Thirst with Thermalrider&#039;s Cloak. Suddenly, your Juggerlord is moving 16&amp;quot; with Fly (or your Mighty Lord is moving 13&amp;quot; with Fly). There is A LOT of potential hidden in this book.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Much like the Disciples of Tzeentch Battletome, there are three tables to pick Command Traits from for you: Bloodbound, Daemons and Mortals. If you have a combination of those keywords, you can pick which table you take your Command Traits from, though 1-3 are copy-pasted on all three tables.&lt;br /&gt;
&lt;br /&gt;
A {{AOSKeyword|BLOODBOUND}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arch-slaughterer&#039;&#039;&#039;: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.&lt;br /&gt;
#&#039;&#039;&#039;Unrivalled Battlelust&#039;&#039;&#039;: If your general is within 12&amp;quot; of an enemy unit (but not within 3&amp;quot; of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.&lt;br /&gt;
#&#039;&#039;&#039;Slaughterborn&#039;&#039;&#039;: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.&lt;br /&gt;
#&#039;&#039;&#039;Mark of the Cannibal&#039;&#039;&#039;: If your general slays one or more enemy models in the combat phase, they heal 1 wound at the end of the phase. This is a nice bonus, given that your heroes have already have a healthy number of wounds, pretty good if you are expecting to get lots of focus from the enemy.&lt;br /&gt;
#&#039;&#039;&#039;Bloodsworn&#039;&#039;&#039;: KHORNE MORTAL units from your army wholly within 16&amp;quot; of your general can use your general’s Bravery characteristic in place of their own when making battleshock tests. Now a lot more impressive with the lose of table-wide battleshock immunity. Giving your Bloodreavers and Blood Warriors Bravery 9 could be the difference between losing the unit or staying alive another turn.&lt;br /&gt;
#&#039;&#039;&#039;Disciple of Khorne&#039;&#039;&#039;: Add 2 to the Attacks characteristic of all melee weapons wielded by your general (but not any weapons used by their mount if they have one). If your general has multiple weapons this makes them even scarier.&lt;br /&gt;
&lt;br /&gt;
A {{AOSKeyword|DAEMON}} General of an army with a {{AOSKeyword|KHORNE}} allegiance and has chosen to take the {{AOSKeyword|KHORNE}} allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arch-slaughterer&#039;&#039;&#039;: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill the bigger threats and the worthy preys.&lt;br /&gt;
#&#039;&#039;&#039;Unrivalled Battlelust&#039;&#039;&#039;: If your general is within 12&amp;quot; of an enemy unit (but not within 3&amp;quot; of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.&lt;br /&gt;
#&#039;&#039;&#039;Slaughterborn&#039;&#039;&#039;: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.&lt;br /&gt;
#&#039;&#039;&#039;Rage Unchained&#039;&#039;&#039;: Add 1 to the Attacks characteristic of all melee weapons wielded by your general. Neat!&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death&#039;&#039;&#039;: Each time an enemy unit within 8&amp;quot; of your general fails a battleshock test, D3 additional model flees from the unit. All around a good bonus.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow&#039;&#039;&#039;: Any unmodified wound rolls of 6 for attacks made by your general (not their mount) in the combat phase inflict a number of mortal wounds equal to the weapon’s Damage characteristic instead of being resolved normally. The closest thing Daemon Generals have to a must pick, given that they already have a scary damage characteristic.&lt;br /&gt;
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A &#039;&#039;&#039;MORTAL&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;KHORNE&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;KHORNE&#039;&#039;&#039; allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arch-slaughterer&#039;&#039;&#039;: You generate one additional Blood Tithe point each time your general slays an enemy HERO or MONSTER. Khorne rewards those who kill bigger threats and worthy prey.&lt;br /&gt;
#&#039;&#039;&#039;Unrivalled Battlelust&#039;&#039;&#039;: If your general is within 12&amp;quot; of an enemy unit (but not within 3&amp;quot; of an enemy unit) at the end of any of your opponent’s charge phases, you can immediately attempt a charge move with your general. A nice bonus if your general is a meaty big guy.&lt;br /&gt;
#&#039;&#039;&#039;Slaughterborn&#039;&#039;&#039;: Re-roll all of your general’s failed melee hit rolls. Fine. It might not look like much, but it can be especially important if your general has plenty of attacks and/or carries certain Artifacts of Power.&lt;br /&gt;
#&#039;&#039;&#039;Hungry for Glory&#039;&#039;&#039;: You can reroll all hit and wound rolls of 1 for your general when attacking enemy HEROES or MONSTERS. [[Meme|Pretty good, pretty powerful]]. With the proper support, your general will be a potent hero buster and monster hunter... given that there are plenty of them on your enemy&#039;s side.&lt;br /&gt;
#&#039;&#039;&#039;Berserker Lord&#039;&#039;&#039;: Roll a dice each time your general suffers an unsaved wound or mortal wound; on a roll of 5 or 6, the wound or mortal wound is ignored. A save after the save. These things have always been pretty damn handy, just ask to any Chaos Warrior with Runeshields. Now that it is always active, this is a much better trait to take. &lt;br /&gt;
#&#039;&#039;&#039;Violent Urgency&#039;&#039;&#039;: You can reroll failed charge rolls for your general and any KHORNE units from your army that are wholly within 12&amp;quot; of him at the start of the charge phase. Actually a strong trait for almost any mortal general, putting out charges is always good, and guys like Knights, Chariots and Skullcrushers, who have bonuses for charging, already love this trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Artefacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Murderous Artefacts&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
One KHORNE MORTAL HERO in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one KHORNE MORTAL HERO for every battalion selected, can choose one of the following Murderous Artefacts (weapons of mounts can&#039;t be upgraded this way):&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Heart Seeker&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons. You can re-roll wound rolls for attacks made with this weapon. &lt;br /&gt;
#&#039;&#039;&#039;Collar of Contempt&#039;&#039;&#039;: The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. In addition, you can attempt to dispel one endless spell in your hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blood Drinker&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Blood Drinker. At the end of any combat phase in which the bearer inflicts any unsaved wounds or mortal wounds with this weapon, they immediately heal D3 wounds lost earlier in the battle. Additional sustain is always great, especially for your general.&lt;br /&gt;
#&#039;&#039;&#039;Gorecleaver&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Gorecleaver. Attacks from Gorecleaver inflict an additional -1 Rend (for example, a weapon with a Rend characteristic of -1 becomes -2 instead). In addition, any wound rolls of 6 made with this weapon inflict double damage. Two words: Lord of Chaos. (On foot, to be specific, so make it five). His Reaperblade is powerful and reliable, now imagine it with an additional -1 Rend. Now imagine it Slaughterborn or Hungry for Glory. Now imagine it scoring a 6 To Wound  or two. Or imagine it with Reaperblade&#039;s special attack. If Khorne smiles upon you, you could slay some of the mightiest monsters and heroes, potentially landing a 12 damage attack with -2 Rend, or even scoring a hit with 12 Mortal Wounds, making Khorne so proud of you. This is just such a good upgrade for your Chaos Lord. Not a must pick but, damn, the potential damage it can make is just incredible. Heroes with strong weapons and/or Rend also make great users for this.&lt;br /&gt;
#&#039;&#039;&#039;The Crimson Plate&#039;&#039;&#039;: You can re-roll save rolls of 1 for the bearer. Good enough. Yeah, not much more to say. (Apart from you know, how a bloodsecrator in cover with this has a re-rollable 2+ save but I can&#039;t imagine why you&#039;d want that).&lt;br /&gt;
#&#039;&#039;&#039;Blood Rune&#039;&#039;&#039;: You generate one additional Blood Tithe point each time the bearer of a Blood Rune slays an enemy HERO or Monster. Not as reliable as anything else on this list. While Blood Tithe points are good, you have to properly manage your hero, and make him hunt specifically for heroes or monster, which are not exactly the backbone of almost any army. Is not bad, just... is not the stronger pick on this list.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Banners of Khorne&amp;lt;/span&amp;gt;====&lt;br /&gt;
Make your Bloodsecrators even stronger now. Laughs and skulls ensured. And now that he can move, run, and jump, these might deserve a second look. One {{AOSKeyword|KHORNE BLOODBOUND HERO}} bearing a {{AOSKeyword|TOTEM}} (to make it short: Bloodsecrator) can be given one of the following banners of Khorne. These banners confer an additional ability on the TOTEM - they do not replace any existing abilities:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Banner of Rage&#039;&#039;&#039;: You can re-roll hit rolls of 1 in the combat phase for any KHORNE models from your army that are wholly within 12&amp;quot; of the bearer. If you have used a Bloodsecrator, you know how this is starting to feel overpowered.&lt;br /&gt;
#&#039;&#039;&#039;Banner of Wrath&#039;&#039;&#039;: In the combat phase (every combat phase, so twice per battle round), roll a dice for each enemy unit within 8&amp;quot; of the bearer. On a roll of 4 or more, the unit being rolled for suffers D3 mortal wounds. Now that your bannerman can run up and get into the mix with everyone else, this banner can actually be used to full effect.&lt;br /&gt;
#&#039;&#039;&#039;Banner of Blood&#039;&#039;&#039;: You can re-roll failed charge rolls for any KHORNE units from your army that are wholly within 12&amp;quot; of the bearer when the charge roll is made. Khorne-marked cavalry absolutely love this, but charging is always good for a melee heavy army. Also note that this is when any charge is made, so if you&#039;re charging in yours (or your opponent&#039;s) hero phase, this still works.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Trophies of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
One {{AOSKeyword|KHORNE BLOODBOUND HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE MORTAL HERO}} for every battalion selected, can choose one of the following Trophies of War (weapons of mounts can&#039;t be upgraded this way):&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Skull-helm of Khorne&#039;&#039;&#039;: Subtract 2 from the Bravery of enemy units within 8 inches of the bearer. Has some potential in lists that leverage battleshock.&lt;br /&gt;
#&#039;&#039;&#039;Blood-forged Armour&#039;&#039;&#039;: 5+ against mortal wounds. That&#039;s not so bad but there&#039;s better artifacts in here.&lt;br /&gt;
#&#039;&#039;&#039;The Brazen Rune&#039;&#039;&#039;: Roll a dice each time the bearer suffers any unsaved wounds or mortal wounds as the result of a spell; on a roll of 2 or more, the wound or mortal wound being rolled for is ignored. Once per game, you can try to unbind a spell or dispel an endless spell (no longer breaks afterwards). Now forces you to try to unbind instead of being automatic, but also doesn&#039;t break on use. Very good now.&lt;br /&gt;
#&#039;&#039;&#039;The Blade of Endless Bloodshed&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Blade of Endless Bloodshed. Increase the weapon&#039;s rend by 1. Why take this over the Gorecleaver, the world may never know.&lt;br /&gt;
#&#039;&#039;&#039;Mark of the Destroyer&#039;&#039;&#039;: Pick 1 of the bearer&#039;s melee weapons. Add 2 Attacks to it. Faaaantastic!&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Burning Blood&#039;&#039;&#039;: Add 1 to any run rolls you make for the bearer and any KHORNE units from your army that is wholly within 12&amp;quot; of them at the start of the movement phase. In addition, add 1 to any charge rolls you make for the bearer and any KHORNE units from your army that is wholly within 12&amp;quot; of them at the start of the charge phase. I guess you have seen the tendency. Successful charges are always good. Improving your charges are never a wrong choice.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemonic Weapons&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Weapons (weapons of mounts can&#039;t be upgraded this way):&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;A’rgath, the King of Blades&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be A’rgath, the King of Blades. When attacking Heroes, change the Hit of this weapon to 2+. Doesn&#039;t prevent the enemy from further modifying the hit, but on big unwieldy axes this is a godsend.&lt;br /&gt;
#&#039;&#039;&#039;Deathdealer&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Deathdealer. Add 1 to the Rend characteristic of this weapon. A good pick, considering Daemon heroes already have a strong damage output.&lt;br /&gt;
#&#039;&#039;&#039;Khartoth the Bloodhunger&#039;&#039;&#039;: At the start of the combat phase, roll a die. On a 4+, the bearer fights before anyone else. Doesn&#039;t let you fight twice, but allows you to hit before other units, which can be vital in some situations. Also, using a fight twice command ability can be used right after this goes into effect, meaning you could potentially wipe out anything before it has a chance to blink.&lt;br /&gt;
#&#039;&#039;&#039;Hellfire Blade&#039;&#039;&#039;: Pick one of the bearer’s melee weapons to be the Hellfire Blade. Unmodified wound rolls of a 6 with this weapon cause a mortal wound in addition to their normal damage. Quite a nice buff. Simple, yet effective.&lt;br /&gt;
#&#039;&#039;&#039;Harvester of Skulls&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Harvester of Skulls. Add 1 to the Attacks characteristic of this weapon. Another good pick. You couldn&#039;t go wrong with this.&lt;br /&gt;
#&#039;&#039;&#039;Foe’s Bane&#039;&#039;&#039;: Pick one of this HERO’s melee weapons to be a Behemoth’s Bane. Once per turn, you can re-roll 1 failed hit roll or 1 failed wound roll for an attack made with this weapon. A mulligan that could mean the difference between whiffing and annihilating.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemonic Adorments&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
One {{AOSKeyword|KHORNE DAEMON HERO}} in an army with a KHORNE allegiance and has chosen to take the KHORNE allegiance abilities, plus one {{AOSKeyword|KHORNE DAEMON HERO}} for every battalion selected, can choose one of the following Daemonic Adorments:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Crimson Crown&#039;&#039;&#039;: Once per battle round, the bearer can use a command ability on their warscroll without a command point being spent. With how amazing our command abilities are now, this is a strong contender.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Scorn&#039;&#039;&#039;: Each time the bearer suffers a wound or mortal wound, roll a dice; on a roll of 6, the wound or mortal wound is ignored. Add 2 to this roll if the wound or mortal wound was suffered as a result of a spell. A save after the save is always good, and obviously this will shine against heavily magic armies.&lt;br /&gt;
#&#039;&#039;&#039;Mark of the Bloodreaper&#039;&#039;&#039;: Re-roll save rolls of 1. Sometimes it&#039;s what you need.&lt;br /&gt;
#&#039;&#039;&#039;Collar of Khorne&#039;&#039;&#039;: The bearer can attempt to unbind one spell in each enemy hero phase in the same manner as a wizard. Also, you may attempt to unbind one endless spell at the start of your hero phase. Khornate Daemons [[RAGE|HATE]] shitty wizards. You should know it by now. Also you should know by now that while this Adorment is certainly great, it also depends on how many of those [[Neckbeard|pesky nerds]] are on the enemy site.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Soulstone&#039;&#039;&#039;: The bearer immediately heals D3 wounds lost earlier in the battle each time they slay an enemy HERO or Monster in melee. This has gotten a lot better because you can use it any phase and it happens per unit slain, so killing multiple monsters or heroes in a single phase has the potential to fully heal you. &lt;br /&gt;
#&#039;&#039;&#039;Mark of the Slayer&#039;&#039;&#039;: You can re-roll hit rolls of 1 for melee weapons for the bearer and all KHORNE units wholly within 12&amp;quot; of them at the start of the combat phase. This allows your daemon hero to bestow re-rolls on your mortal units. A daemon prince in a mixed army comes to mind.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Notable Artifacts of the Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Daemon or Mortal, if you dedicate your army to a realm you can grab one (or more) of the artifacts from that realm. Note that if you take one (or more) battalion(s) you can take more artifacts from one realm. Weapons are usually more offence focused while relics are more defense focused. There are 7 realms and 12 artifacts per realm, so there&#039;s quite a lot of options. Unfortunately a lot of the artifacts do the same thing, and some are simply inferior versions of others. However, there are a few diamonds in the rough, and here they are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Realm of Ghyran - Ghyrstrike&#039;&#039;&#039;: Pick a weapon the model has. That weapon gets +1 to hit and +1 to wound. You&#039;ll be hard pressed to find a beatstick hero that won&#039;t benefit from this. Your Mighty Lord and Lord on Juggernaut become way more killy, but it turns your Daemon Prince (Axe with Immense Power and a Bloodsecrator) into a [https://i.imgur.com/vTBt09Q.png god-slayer] (get some reroll buffs going for even more hilarity).&lt;br /&gt;
#&#039;&#039;&#039;Realm of Ghyran - Hypersnare Seeds&#039;&#039;&#039;: At the end or your opponent&#039;s shooting phase, pick an enemy unit within 8&amp;quot; of the bearer and visible to them. On a 5+ that unit can&#039;t charge in the next charge phase. Hey, Beastclaw Raiders, fuck you.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Ghur - Gryph-feather Charm&#039;&#039;&#039;: Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 1&amp;quot; to the bearer&#039;s Move characteristic. This is for ALL hit rolls, melee or ranged. Ranged attacks took a hit in 2.0 and this artifacts makes them even worse while making you just a liiiittle bit faster. Mighty Lords really love this one.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Ghur - Amberglaive&#039;&#039;&#039;: Make a weapon the Amberglaive giving it +1&amp;quot; range and +1 to hit. Great on stuff that needs the hit buff. Give it to a Insensate Rage Bloodthirster, making it 3&amp;quot; range and hit on 3&#039;s with his Mighty Axe of FUCK YOU, being able to attack past screens protecting valuable units your opponent has. Dont forget to cast Killing Frenzy on this dude to make him hit on 2&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Aqshy - Thermalrider Cloak&#039;&#039;&#039;: Add 4 to the bearer&#039;s Move characteristic, and they gain Fly. Smaller, slower heroes with good weapons suddenly zipping around the battlefield, hopping over Bloodreavers holding down enemy units and stabbing them in the spinal column. Nothing personal kid.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Aqshy - Ignax&#039;s Scales&#039;&#039;&#039;: 4+ against any mortal wounds. Sometimes it&#039;s what you need.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Shyish - Ethereal Amulet&#039;&#039;&#039;: Ignore positive or negative modifiers when making saves for this model. Anyone with a 3+ stays a 3+, which can be pretty huge against certain match-ups.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Ulgu - Doppelganger Cloak&#039;&#039;&#039;: RECENTLY NERFED. Once per battle, at the start of the combat phase, declare you&#039;re putting on the coat and then the bearer cannot be chosen as the target of an attack with an enemy melee weapon unless the bearer has made any attacks earlier in the same phase. Basically, the bearer cannot be targeted in the combat phase until they attack. This can be extremely broken when you have more units in combat than your opponent. By leaving your hero for last, your opponent can lose the opportunity to even attack them at all that phase. Now that it&#039;s once per battle it&#039;s far less powerful.&lt;br /&gt;
#&#039;&#039;&#039;Realm of Hysh - Mirrored Cuirass&#039;&#039;&#039;: Every time you take a mortal wound, roll a die. On a 5+ the wound is ignored. On a 6+, pick an enemy within 6&amp;quot;. That unit takes the mortal wound instead. Makes your rampaging heroes harder to take down and punishes your opponent for trying.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Blood Blessings of Khorne&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|KHORNE}} army (Slaughterpriests and Khorne-marked Chaos Warshrines, which sound pretty sweet) gains an additional prayer which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies wizard (except that this isn&#039;t for pussies). Every {{AOSKeyword|KHORNE PRIEST}} can know a different blessing. At the Start of each Hero phase each Pray can be attempted once each,  If the Pray roll is 4 or higher, the prayer is answered, and its effect takes place. If the result is 1, the priest suffers d3 mortal wounds. {{AOSKeyword|KHORNE PRIESTS}} can attempt to bestow their blood blessing in each of your hero phases in addition to any prayers they may know. And remember, unlike spells, blessings can&#039;t be unbound!  Staying close to a unit is important when making a pile in moves during the previous turn which could take you out of range of your priest.&lt;br /&gt;
&lt;br /&gt;
Strictly RAW, Slaughterpriests are able to chant one of their Warscroll prayers, a Blood Blessing, AND a Judgement all during the same turn, giving you an effective tier3 wizard that can&#039;t be unbound, for 100pts. Bent.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Bronzed Flesh&#039;&#039;&#039;: Pick either the PRIEST or a KHORNE unit from your army that is wholly within 16&amp;quot; of the PRIEST and which is visible to them. You can add 1 to the save rolls of the unit you picked until the start of your next hero phase. &amp;lt;s&amp;gt;This is effectively Mystic Shield&amp;lt;/s&amp;gt; With the nerf to Mystic Shield, our Priests now make our eager-to-die units harder to kill. This is best used with a Khorne-marked Chaos Warshrine to make your (Mortal) Battleline incredibly tanky in combination with its 6+ ward save. &lt;br /&gt;
#&#039;&#039;&#039;Blood Sacrifice&#039;&#039;&#039;: Pick either the PRIEST or a KHORNE unit from your army that is wholly within 8&amp;quot; of the PRIEST. The unit you picked immediately suffers D3 mortal wounds, but you gain 1 Blood Tithe point. Note that you could make some audacious shenanigans and use it on Skarbrand to heat him up quicker. Take a CHAOS SPAWN or two (They&#039;re dirt cheap at 50 points) and watch your Blood Tithe skyrocket.&lt;br /&gt;
#&#039;&#039;&#039;Resanguination&#039;&#039;&#039;: Pick either the PRIEST or a KHORNE HERO from your army that is wholly within 16&amp;quot; of the PRIEST and which is visible to them. The model you picked immediately heals D3 wounds lost earlier in the battle. Excellent, because one of the traditional weaknesses of Khorne armies has been that they can do a lot of damage, but can&#039;t take it; it&#039;s superb with Bloodthirsters or heroes with powerful artifacts. Still, very unfluffy (Khorne is no Red Cross), though the Battletome justification tries hard: &amp;quot;Priests know that a man killed will bleed for a moment; a man who keeps killing will shed blood for a lifetime&amp;quot;. This can lend to cheeky trick like keeping the very mentioned above Warshrine alive for longer. (This prayer is dogshit, never use it.)&lt;br /&gt;
#&#039;&#039;&#039;Brazen Fury&#039;&#039;&#039;: Pick a KHORNE unit from your army that is wholly within 16&amp;quot; of the PRIEST and which is visible to them. The unit that you picked does not have to take battleshock tests until your next hero phase. We&#039;ve lost our table-wide battleshock immunity from the Bloodsecrator, so this should see more use. Imagine buffing up your 40 Goretide Bloodreavers before launching them into the enemy lines.&lt;br /&gt;
#&#039;&#039;&#039;Killing Frenzy&#039;&#039;&#039;: Pick either the PRIEST or a KHORNE unit from your army that is wholly within 16&amp;quot; of the PRIEST. Add 1 to the hit rolls of the unit you picked until your next hero phase. Yes, the same as the Command Ability of some heroes. Yes, this blessing is better than almost every spell any other army gets, and can&#039;t be unbound. This is Khorne&#039;s concept of fairness.&lt;br /&gt;
#&#039;&#039;&#039;Spellbane Hex&#039;&#039;&#039;: You may dispel 1 endless spell. Now actually useful, but you&#039;re not going to let those spells go off anyways, right?&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Endless Spells&amp;lt;/s&amp;gt;  &amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;*Judgements of Khorne*&amp;lt;span style&amp;gt;===&lt;br /&gt;
Khorne Priests can summon Judgements of Khorne during your hero phase. One Priest cannot attempt to summon more than one Judgement per turn, and if you fail to summon a Judgement, you may not retry to summon THAT Judgement that turn. You also cannot summon the same Judgement multiple times onto the battlefield (so no flinging tons of axes). At the end of every battle round, roll a D6 for each Judgement. On a 1-4, the Judgement disappears. Add 1 to this roll if at least one Priest is wholly within 8 inches of the Judgement you are rolling for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Hexgorger_Skulls_EN.pdf Hexgorger Skulls (CV 3+, 40 pts)]:&#039;&#039;&#039; To quote an old man, &amp;quot;MAGIC MUST DEFEAT MAGIC!&amp;quot;. This Judgment is one set of skulls that can move up to eight inches in your hero phase (and immediately after being summoned). The skulls must stay within 6&amp;quot; of one another. All Wizards have to take -2 to casting rolls when within 12&amp;quot; of either skull. If they have a spell result of 8 while within 12&amp;quot; of BOTH skulls, the spell is immediately destroyed, wiped from the caster&#039;s memory, and all wizards within 12&amp;quot; of the skulls take d6 mortal wounds. These two work in best tandem, so keep them close together!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Bleeding_Icon_EN.pdf Bleeding Icon (CV 4+, 40pts)]:&#039;&#039;&#039; What&#039;s more terrifying than seeing the Blood God&#039;s Icon? One that flies around and deals d3 mortal wounds to any unit it flies over and lands near. May move up to eight inches in your hero phase (and immediately after being summoned). On top of that, this thing&#039;s made to ruin morale as it adds +d3 casualties to any failed battleshock tests within 3&amp;quot; (Khorne units are immune to the battleshock but not the damage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Judgement_of_Khorne_Wrath_Axe_EN.pdf Wrath-Axe (CV 5+, 60pts)]:&#039;&#039;&#039; Pure, unadulterated aggression made manifest. May move up to eight inches in your hero phase (and immediately after being summoned). This thing deals d3 mortal wounds on any unit it passes over on a 2+ and then deals d6 mortal wounds on a 2+ against a nearby unit once it stops moving. On top of that, any non-Khorne units take -1 to hit when within 3&amp;quot; of this axe, giving it a purpose beyond just throwing. Its base is also absolutely enormous, allowing you to block huge chunks of a unit from piling in and/or passing a certain area.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Daemons, Bloodbound, and Mortals, oh my! Updated warscrolls for your Daemons and Bloodbound can be found in your Blades of Khorne (2019) book, while you&#039;ll need to seek out the Mortals since Slaves to Darkness don&#039;t have a book quite yet. Generally speaking, Daemon heroes benefit Daemon units, and this is true for Bloodbound and Mortals too, so if you&#039;re looking to make a balanced list you should focus in on one of the three subfactions. This isn&#039;t always the case and exceptions have been pointed out below. Splashing in a few Bloodbound in a Daemons list can be useful, as can Mortals in a Bloodbound list. There are a TON of combinations of units, abilities, warlord traits, and artifacts, so pay close attention to the keywords of units and abilities when putting together your list.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
You can take up to six leaders in a 2k points list. This is the hardest section for most players to fill out because we have a lot of very good leaders to choose from. &lt;br /&gt;
&lt;br /&gt;
====Named Characters====&lt;br /&gt;
Named Characters are unique, so you cannot take duplicates of them. They&#039;re usually very powerful force multipliers or selfish beat-sticks.&lt;br /&gt;
&lt;br /&gt;
=====Daemon=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf Skarbrand]:&#039;&#039;&#039; (380pts. DAEMON, GREATER DAEMON, BLOODTHIRSTER, MONSTER, Behemoth)The angriest of Khorne&#039;s Bloodthirsters, unlike most big monster in AoS Skarbrand gets more killy the more he gets hurt or if he hasn&#039;t attacked in the last battle round.  Big Red comes with a respectable 14 wounds, 8&amp;quot; move and 4+ save but lacks the flying ability of other Bloodthirster&#039;s due to Khorne beating his ass. Skarbrand&#039;s axes will blend all but the largest heroes, Slaughter rolls from 5 to 9 dice with a 4+/3+/-2/3 profile and if Carnage hits, Skarbrand rolls a dice. If he beats the number listed on his total damage table (a 1+ if he has taken 13+ wounds) the target takes 8 mortal wounds but on a roll of a 6 he can put out 16 mortal wounds (Yes you read that right 16.)&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt; SKARBRAND HATES HORDES!!! &amp;lt;span style&amp;gt;&#039;&#039;&#039;. Skarbrand does lack a command ability, but who cares when you get to blend hydras? Unlike all other BT&#039;s Skarbrand cannot be summoned. Also consider a Bloodsecrator and Wrathmongers boosting carnage up to three attacks. If you keep him out of combat for one turn he deals instant 24-48 mortal wounds!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skulltaker_EN.pdf Skulltaker]:&#039;&#039;&#039; (120pts. DAEMON, BLOODLETTER, HERO, HERALD OF KHORNE) Khorne&#039;s favorite Bloodletter has survived the transition to AoS quite well. He shares the 5 wound/5&amp;quot;/10 Bravery/4+ save as a normal herald, the Cloak of Skulls allows Skulltaker to re-roll all failed saving throws, and his weapon the Slayer Sword packs 3 attacks at 3+/3+/-1/3, though any roll of 6 to hit deals three mortal wounds ON TOP of its regular damage, like Bloodletters do now. In combat with heroes Skulltaker gets to re-roll all hit and wound rolls, almost guaranteeing another prize for the skull throne and as a bonus, Skulltaker triggers the Locus of Fury for your other Khorne daemons. Cannot be summoned, so if you want him, you need to actually take him in your army. His Command Ability is not that spectacular, but may be useful sometimes. Is now getting an amazing updated model as well!&lt;br /&gt;
**This guy is mediocre against hordes, but &amp;lt;s&amp;gt;he&#039;s the best non-Monster duelist in all of Age of Sigmar, period&amp;lt;/s&amp;gt; *Sound of an Akhelian King laughing* Three attacks may not seem a lot, but you can re-roll ALL of them, failed or not, so you should always re-roll the hits trying to fish for that magical six. You have an almost guaranteed 3-6 wounds each fight phase, which will kill the vast majority of Heros out there, meaning any decent opponent will try to hide them from you. Use this to your advantage playing Skulltaker as an area denial/permanent threat against your opponents&#039; buffers. Even if he doesn&#039;t take any skulls home, he may very well take the game for you! &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Karanak_EN.pdf Karanak]:&#039;&#039;&#039; (140pts.  DAEMON, FLESH HOUND)When he is placed you choose an enemy hero: he always rerolls every failed hit and wound roll against him and, in the hero phase, if he is within 8&amp;quot; of his quarry, he instantly summons an unit of 5 Flesh Hounds, making him cost-effectively 40pts, assuming he makes it up the board before dying. This may be a little awkward as it must be set up wholly within 8&amp;quot; of Karanak but more than 9&amp;quot; from the enemy. He can also unbind and dispels spells and when he does it the caster suffers d3 mortal wounds.  &lt;br /&gt;
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{{anchor|FWMazarall}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Mazarall-The-Butcher.pdf Mazarall the Butcher, Daemon Prince of Khorne]:&#039;&#039;&#039; (&#039;&#039;&#039;Forge World&#039;&#039;&#039; 340pts DAEMON, MONSTER,) Another surprise monster, another Khorne addition for AoS...as if there aren&#039;t enough already. Has the basic trappings, 12 wounds with a 3+ save (making him arguably tankier than your Bloodthirsters). His shield gives him the ability to unbind 1 spell/turn. His movement, axe&#039;s rend, and shield&#039;s attacks all decline as he gets hurt. His axe also gains more attacks the more it kills, meaning that the sooner he gets into combat the scarier he&#039;ll be. Charging also makes him deadly, as he gets to roll a d6 for any enemy next to him in combat and deals d3 mortal wounds on a 4+. His Command Ability allows a single &#039;&#039;&#039;Khorne&#039;&#039;&#039; unit to re-roll wound rolls of 1. Not too bad. But being a named character hurts because it means you can&#039;t supplement him with relics or command abilities, a shame. NOTE: He is currently not listed as being a leader in match play, so he acts like Karanak.&lt;br /&gt;
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=====Bloodbound=====&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarr_Bloodwrath_EN.pdf Skarr Bloodwrath]:&#039;&#039;&#039; (100pts)The End Times dude is back and he&#039;s real killy. Unusually for a Hero, named heroes, in particular, Skarr does not buff your army at all and is at his best against hordes of weak infantry by doing pretty much what the Stormcast Decimators wish they could do. He has five attacks with the cool statline of 2+/3+/-1/D1. While this seems underwhelming when compared to most other melee heroes, he does have the awesome trick of being able to exchange his attack count with the number of models in his range, which is 3&amp;quot;, the absolute maximum for melee weapons. Now you see 30 Plague Monks, now you don&#039;t. However, even with a fixed attack count of 5, he&#039;s no hero or monster killer. Keep him to murder the small stuff, let your Mighty Lord take care of the mighty foes. Also, Skarr has a chance to come back from the dead at the end of any turn in which at least 8 models were killed, so he feels most at home in big games where 8 deaths per turn is nothing special. If that&#039;s ensured, simply throw him at the opponent in wild abandon, he&#039;ll be back anyway. Best case, he murders the faces off 7 dudes, gets killed and then you already have 8 kills together. Don&#039;t forget that whenever he&#039;s slain he&#039;ll generate a point of blood tithe. If you don&#039;t have any good horde targets just throw him in whatever area you need him and reap the rewards.&lt;br /&gt;
** Some interesting changes in the Battletome update. No longer dependent on models killed, but instead resurrects on 8+ from 2D6. It also benefits from extra attacks now, as the number of models becomes his attack characteristic. Finally, he gained an interesting command ability with Wrathmongers that gives them the ability of Bloodwarriors to attack when slain (not dependent on phase).  &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Valkia_the_Bloody_EN.pdf Valkia the Bloody]:&#039;&#039;&#039; (140pts) Your own goddamn Valkyrie, which is kind of ironic with Sigmar now being Odin and all. Either way, Valkia grants rerolls to Battleshock in a big bubble, but with a twist: If you reroll and models still flee afterward, you lose another D3 models on top. If you lost so many models that even on a 1 someone flees, it might be in your best interest to not use the reroll, but it can save your ass. Valkia is also pretty good in combat, especially when charging, as her spear gains D3 damage when doing so, putting her at 6 attacks with 3+/3+/-2/D3, a profile most monsters will feel insecure over (especially your awful awful Khorgorath). Between her 3+ save and her awesome shield, she&#039;s also pretty tanky so long as you keep her away from Mortal Wounds. In other words, good as a backfield assassin, but will struggle to handle more than 5-10 model units of most factions, the weight of dice cuts through a 3+ quite easily in practice.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scyla_Anfingrimm_EN.pdf Scyla Anfingrimm]:&#039;&#039;&#039;(100pts) a High number of wounds, two great attacks as well as 2D6 okay attacks onto which he adds 1 for every wound he suffered. He can also unbind spells like a Wizard, moves as fast as Skullcrushers and has an awesome rule that allows better pile-in moves. Only problem? He only has a 5+ save and no Command Ability. Oh, and 8 Wounds can be problematic in wound-counting systems, as it&#039;s rather a lot for less survivability than a Mighty Lord of Khorne. Interestingly, Scyla actually lost the Hero keyword, though he&#039;s still unique still a Monster and still takes up a Leader spot.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Korghos_Khul_EN.pdf Korghos Khul]:&#039;&#039;&#039;(180pts) You can take your Mighty Lord of Khorne as Korgos Khul (the lord from the basic set that always fights with Vandus Hammerhand and all that). He&#039;s exactly like a Mighty Lord but has two additional abilities. Favoured of Khorne lets him re-roll all failed hit rolls (because he and his dog, Grizzlemaw, HATE EVERYTHING!) and Aqshy&#039;s Bane allows him to pile in up to 8&amp;quot; and attack as long as he&#039;s within 8&amp;quot; of an enemy unit. Let that sink in: it&#039;s like he has a 13&amp;quot; Move (5+8) More importantly, there&#039;s no restriction on running/retreating and then piling in giving him effective run &amp;amp; charge, as well as retreat &amp;amp; charge. Also, his pet Fleshhound Grizzlemaw has the same attack profile as a lord of Khorne&#039;s fleshhound except he has an additional -1 rend on his attacks, so he is better against armour. In addition, a change-up in the new Battletome his Command ability is now unique. Where before it gave a reroll to charge (just like the Mighty Lord of Khorne) now it allows all friendly Goretide units re-roll hit rolls of 1. But there&#039;s more: he still has the Axe that instakills anything it wounds on 5+. Coupled with his re-rolls to hit, and because the instakill happens at the end of the phase where he wounds, that means each turn you have 2/3 chance of killing anything! Well, some things have saves-after-the-save that makes the two wounds a turn more difficult, but most of those Monsters your opponent has that cost him 300 or more points will get a no-return ticket to the Realm of Khorne! This means that your opponent will either keep his expensive guys out of reach from Korghos, or he&#039;ll try to kill him in one shot. Both outcomes are great because they force the hand of your opponent and lets you make him play your game.&lt;br /&gt;
** Do note though: His command ability now specifically only affects Goretide Khorne units. So if your taking him in an army lacking any Goretide he essentially has no unique command ability. In cases like that unless you just want to use him as a beatstick character you might be better off just taking a regular Mighty Lord of Khorne and just give him an artefact and command ability to make up for his fewer rules. Individual choice of course.&lt;br /&gt;
** Always make the attacks with Grizzlemaw first, since the Axe of Khorne specifically states a model that took wounds from that attack survives, you kill it on a 5+. If you wound a model, then kill it with your dog, you&#039;ve wasted your chance at using your instakill. Whereas if you wound it with your dog, kill it with the axe, damage spills onto a second model, you can attempt to instant kill that one too.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/Downloads//Vorgaroth_and_Skalok_Warscroll.pdf Vorgaroth The Scarred &amp;amp; Skalok The Skull Host of Khorne] (Forge World):&#039;&#039;&#039;(1200pts. MONSTER, Behemoth) Who says only Nurgle Maggotkin can have all the fun with tanky models?  Forgworld&#039;s most recent Unique Dragon &amp;amp; Rider and they are a true Titan you would build a list around.  This has 30 WOUNDS (even Nagash and the Glottkin will feel inadequate about that) with a 3+ save, with the potential to make 32 attacks with rend and damage higher than 1, in addition to its other abilities.  The pair will massacre anything they set their focus on, especially in conjunction with some Blades of Khorne buffs (hello Bloodsecrator or Warshrine).  VORGAROTH can kill a model in any friendly unit to make them Fearless but also if any models flee you loss d3 more models.  SKALOK can recover wounds by eating a friendly if she rolls under there wound Characteristic. Wizards subtract 3 from roll when they are near.  VORGAROTH and SKALOK are a giant blender, Recommended to start in reserve using their Eternal Hunt rule to avoid first turn shooting, then deploy them near the usual Bloodbound Support to turn your blender into a blood Hurricane.&lt;br /&gt;
**Hilariously powerful in melee, but effectively useless in a game based entirely on objectives, a great collection piece, but it will lose every single game vs a semi decent opponent.&lt;br /&gt;
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=====Other=====&lt;br /&gt;
{{anchor|FWSkaarac}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/warhammer-aos-skaarac.pdf Skaarac the Bloodborn, Greater Khorgorath of Khorne] (Forge World)&#039;&#039;&#039;: (420pts, Monster, Behemoth)The first AoS creation by [[Forge World]], this is a massive snowflake Khorgorath (although curiously no Khorogorath keyword). It comes with a hearty 16 wounds and can kill with its boiling hot blood, massive hooves, and brutal blades. This latter weapon starts with a whopping 8 attacks at 3+/3+/-2/2. Which is pretty dang scary. If it kills any models in the combat phase it heals D3 wounds. It also has two 12&amp;quot; aura effects: -2 to casting rolls, and -1 to enemy Bravery. When he dies, he explodes, causing every enemy model within 3&amp;quot; takes a Mortal Wound on a 4+ (rolling per model). His command ability allows &#039;&#039;&#039;Khorne Monsters&#039;&#039;&#039; to reroll charges if they&#039;re wholly within 12&amp;quot;.&lt;br /&gt;
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====Generic Leaders====&lt;br /&gt;
=====Daemon=====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Unfettered_Fury_EN.pdf Bloodthirster of Unfettered Fury]:&#039;&#039;&#039; (270pts. Monster, Behemoth) The first of the non-unique Bloodthirsters it shares the same 14 wounds, 4+ save, 10 Bravery, flying and slowly decreasing movement as all the other Bloodthirsters, this one packs a Lash of Khorne and a Mighty Axe of Khorne. The Lash can put out respectable damage at range 12&amp;quot; and can prevent a unit from withdrawing from combat. The Mighty Axe lives up to the name dealing 6 attacks that start at 3+/2+/-2/D3 with the wound roll going down to 3+ at 4 wounds suffered and 4+ at 10 wounds suffered. The Fury Thirster comes with an aura that can damage enemies within an 8&amp;quot; bubble, and his command ability allows &#039;&#039;&#039;Khorne Daemons&#039;&#039;&#039; wholly within a 16&amp;quot; bubble to pile in 6&amp;quot; instead of 3&amp;quot;. Good stats and a good hero slayer, the Bloodthirster of Unfettered Fury wants to be in the center of your battleline to dictate how and when combat occurs. Can be summoned by any Khorne hero, but like the other two, it takes a full 8 Blood Tithe points.&lt;br /&gt;
** Seems underwhelming on a first read, but 6&amp;quot; pile in gives you a reliable counter to Always Fights First shenanigans, along with effective run/retreat and &amp;quot;charge&amp;quot; so long as you end that move within 6&amp;quot;.&lt;br /&gt;
** Modeling/strategy tip: you can assembly the Bloodthirster as either of its three variants with the bits included in the box. You can magnetize the arms/weapons with not too much work (use green stuff to fill the gaps) so you can swap them and use the same model as each of its variants, and deploy one or another against different opponents. Be aware, though, that the points cost of each variant is different.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodthirster_of_Insensate_Rage_EN.pdf Bloodthirster of Insensate Rage]:&#039;&#039;&#039; (270pts. Monster, Behemoth) The second Bloodthirster trades the Lash and Axe for a single great axe with the ability to deal mortal wounds in an 8&amp;quot; bubble on wound rolls of 6 or more. It packs fewer attacks, starting at 5 and dropping down to 4 at 7 wounds suffered and 3 at 13 wounds suffered, but the attacks always have a 4+/2+/-2/D6 profile &amp;lt;s&amp;gt;and if you charge, you get to re-roll 1&#039;s to hit&amp;lt;/s&amp;gt; which you get anyway, because he&#039;s a Greater Daemon and gives off a Locus of Fury aura. His command bubble is 16&amp;quot; (8x2, noticing a pattern here?) and gives &#039;&#039;&#039;&#039;Khorne Daemons&#039;&#039;&#039; the ability to re-roll charge distances. Useful to help ensure you get the alpha strike.  Try giving him the Ar&#039;gath, the King of Blades artefact so he hits heroes on a 2+! If your [[LGS]] is Friendly, and don&#039;t have any [[That Guy|guys]] who always says &#039;&#039;what you see is what you get&#039;&#039; (WYSIWYT &amp;quot;rule&amp;quot;) then you shouldn&#039;t have any problem with building your Bloodthirster as you like and just say what loadout it&#039;s running.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrath_of_Khorne_Bloodthirster_EN.pdf Wrath of Khorne Bloodthirster]:&#039;&#039;&#039; (300pts. Monster, Behemoth) The last of the Bloodthirster trio, he keeps the mighty axe of the Unfettered Fury BT but trades the lash in for a bloodflail and a 8&amp;quot; breath weapon that deals D3 mortal wounds to a unit in range on a 2+. The flail makes a single attack at 12&amp;quot; with a 3+/3+/-1 profile but deals a whopping 6 damage, which goes down to 3 than D3 as you get more wounded. The Wrath BT is made for hunting down heroes and monsters, as he re-rolls ANY hit rolls against them. Khorne&#039;s hatred of sorcery also allows this BT to make one unbinding attempt with a +2 bonus which is pretty nifty for fucking with wizards, and now may also attempt to dispel an endless spell. Instead of the bubble of the other two &#039;Thirsters, the Wrath BT&#039;s Command Ability targets a single &#039;&#039;&#039;Khorne Daemon&#039;&#039;&#039; unit wholly within 16&amp;quot; and grants it the ability to reroll all hit rolls for the combat phase you use it in.&lt;br /&gt;
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{{anchor|FWExalted}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Khorne.pdf Exalted Greater Daemon of Khorne] (Forge World)&#039;&#039;&#039;: (540pts. Monster, Behemoth) Special rules commemorating the re-release of the super-big FW Thirster.  It gets jacked to &#039;&#039;20 WOUNDS&#039;&#039; and a 4+ save armed with the same gear the Unfettered Fury Thirster gets. In fact, he gets all the same rules as the Unfettered Fury, just now with a shitton, more wounds. (Edit: the AoE that causes mortal wounds goes off on a 5+ rather than a 6+ on his guy). Really, save yourself the money and don&#039;t buy it just to use these rules.&lt;br /&gt;
** Can be summoned for 16 Blood Tithe points. If your army includes an Exalted Greater Daemon of Khorne, the maximum number of Blood Tithe Points you can have is 16 instead of 8.&lt;br /&gt;
**He also has two more additional attacks than Unfettered Fury and teh axe does a straight up 3 damage instead of D3. Give him the gear to cause additional attacks and automatic mortal wounds on a roll of a 6 and watch your opponent cry. The tears (and blood) will flow even more so if you bring a couple priests to give it a 3 up armor save and heal D3 wounds a turn...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodmaster_Herald_of_Khorne_EN.pdf Bloodmaster, Herald of Khorne]:&#039;&#039;&#039; (80pts) A Herald on foot, at first glance a pretty cheap standard hero making 4 3+/3+/-1/1 attacks with the usual 6&#039;s to hit cause mortal wounds deal. His true usefulness is triggering your Locus of Fury and with his &#039;The Blood Must Flow&#039; special rule you can get some attacks in with him first then pile in with your bloodletters.&lt;br /&gt;
** Note the Blood Must Flow rule uses &#039;&#039;&#039;Bloodletter&#039;&#039;&#039; as a keyword meaning it works on any model with that keyword. Now look down the warscroll and see Bloodmasters have the Bloodletter keyword (as indeed do all Bloodletter heroes, including Skulltaker) meaning if you take multiple of these guys they can proc each other. Worth remembering if you ever have two of them within 8&amp;quot; especially since your second Bloodmaster can still use his Blood Must Flow ability too.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullmaster_Herald_of_Khorne_EN.pdf Skullmaster, Herald of Khorne]:&#039;&#039;&#039; (120pts) A Herald on a juggernaut, 40 points extra compared to the Bloodmaster gets you 3 juggernaut attacks (3+/3+/-/1) +3&amp;quot; move and +1 wound. Of debatable use. He can keep up with your bloodcrushers to proc their loci but so could a Bloodthirster or Khorne Dameon Prince. He loses the Blood Must Flow Ability and swaps it for the bloodcrusher&#039;s faux hammer of wrath rule meaning he doesn&#039;t actually do anything to buff your army and he is simply not strong enough to be considered a worthwhile close combat hero.&lt;br /&gt;
** Can make Bloodcrushers Battleline if you make him the General, why you would though is a bigger question (since Bloodcrushers kind of suck compared to Skullcrushers, and there are way better options for a General).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Herald_of_Khorne_on_Blood_Throne_EN.pdf Herald of Khorne on Blood Throne]:&#039;&#039;&#039; (120pts) A Herald on a chariot, same points as a Skullmaster swaps your three juggernaut attacks for two Bloodletter crew attacks (4+/3+/-1/1 6&#039;s cause mortal wounds) and the chariots gnashing maw attack (4+/3+/-1/D3 restores D3 wounds for each wound caused) and +1 wound. While the Skullmaster swapped the Blood Must Flow rule for the standard bloodcrusher rules, the skull throne swaps them for a range buff for the generic command abilities. While the battleshock test one is useless for daemons, you can have an easier time making the units who need charge rerolls get it. And you&#039;re more survivable than before, so the Blood Throne might be useful now. Emphasis on might.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]&#039;&#039;&#039;: A 12&amp;quot; Flying Melee fighter, Always fighting before everyone else. With their CA they can rush forward and slow enemy within 18&amp;quot; by halving their run &amp;amp; charge rolls, making it harder to charge first or run away. Strictly speaking, that is straight up one of the best CA in the game, even though Khorne is an army that needs to get in combat as quickly as possible, watching your opponent struggle to move around the board and capture objectives all while watching that unit of Kurnoth Hunters fail the 6&amp;quot; charge to massacre your Bloodsecrator is precious. The DP does his best work as a General in the Goretide to screw with enemy movement while your &#039;reavers run everywhere and he gets that +1 damage on all his weapons with Hew the Foe. He also works in an all out Brass Stampede army to make sure your Skullcrushers get that charge. He comes with a weapon choice of an Axe hitting with a 3/3/-2/2 or a sword that has a  4/3/-1/d3 attack profile and does 2 MW on a 6, if you put Dimensional Blade on his claw (3 attacks with 3/3/ - /2), suddenly you have two high rend attacks on 3&#039;s and 3&#039;s (just saying). Oh yeah, he also gets +1 to hit on the charge. So basically you get a fast daemon that with a little tweaking can become a massive beatstick with one of the best CA in the game... for 210 points (and he&#039;s only $41 on GW&#039;s website...) He can smack your opponent in the face before anything else in your mortal army can or you can fly him after lines are met to crush your opponents throat in (or sneak him between enemy lines to slap Nagash in the face) the possibilities are as endless as the rivers of gore he will surely create.&lt;br /&gt;
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=====Bloodbound=====&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Lord_of_Khorne_EN.pdf Mighty Lord of Khorne]:&#039;&#039;&#039; (140pts) The Mightiest of Khorne Lords (we assume), your standard Lord of Khorne has a dog friend to accompany him on the battlefield. The Flesh Hound he takes along with him is all well and good with 4 3+/4+ attacks (Even more if the blood is flowing). The real feature here is the Lord&#039;s Axe, which has a possibility to rip a hole in the fabric of reality to suck in a victim after they take an unsaved wound (Watch Nagash go POOF!). That means all you need to do is Inflict one wound on your opponent&#039;s Lord-Celestant and roll a 5+ to send one of Sigmar&#039;s finest to the Realm of Khorne himself. You might not be able to pull this off in every skirmish, but the look on your opponents face when you do is well worth the price of admission. Stormcast Eternals will be giving your Mighty Lord of Khorne a wider berth after witnessing that once or twice. And do not underestimate his Command Ability: vastly improving the charge of three &#039;&#039;&#039;MORTAL KHORNE&#039;&#039;&#039; units within 24&amp;quot; AND himself can make or break many a game, and is less of a one-time thing than you may think. You should also consider the incredible gift of his Flesh Hound&#039;s collar, which lets him unbind spells like a Wizard once per hero phase. You know how with Wizards you have to do a careful dance of positioning to make sure they&#039;re close enough to the other Wizard to unbind but far enough not to get ripped to shreds? Charge him right into the fray, unbind spells and smashing puny casters in the face. Between him and the Bloodsecrator, they put a hamper on casters. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Lord_of_Khorne_on_Juggernaut_EN.pdf Lord of Khorne on Juggernaut]:&#039;&#039;&#039; (160pts) Oh heck yes. 8 goddamn Wounds with a 3+ save to make for a tough motherfucker, even more so since he&#039;s got a 5+ save against magic bullshit. Then he&#039;s got some great melee capability, especially with all the buffs this army&#039;s got going and finally he has a Command Ability that grants up to 3 Mortal Khorne units +1 to Wound in melee so long as they charged this turn. Pick Valkia and Skarr Bloodwrath and watch the enemy lines shrink to nothing.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodsecrator_EN.pdf Bloodsecrator]:&#039;&#039;&#039; (120pts) This guy is the meat and potatoes of your forces: A Bloodsecrator can stand in the back of your forces and wave his giant honking banner around to boost your infantry to unimaginable amounts of damage. Just by being within 12&amp;quot; of the Bloodreavers they gain an extra attack, but activating Rage of Khorne brings them up to three attacks each. And if the blood is already flowing? A group of twenty of these crazed cultists is going from 21 attacks to a grand total of &#039;&#039;&#039;61 attacks&#039;&#039;&#039;!!! in just one combat phase. And on top of all that, he also fucks with enemy casting. Just send the Rage of Khorne coursing through your forces and watch your lowly knife-wielders turn into full-on berserkers that will gladly throw down their lives in the service of the Blood God. Does a Bloodsecrator even have attacks? Who cares. He can&#039;t move for a turn? Good thing you have more than enough Bloodreavers for a blood-soaked daisy-chain all the way to your back line. Does he have a Save? Yes, actually. 3+ even, making him pretty tanky. Now shut up and open another portal.&lt;br /&gt;
** Something else to consider: The Bloodsecrator targets &#039;&#039;&#039;KHORNE&#039;&#039;&#039; units with his ability, not &#039;&#039;&#039;MORTAL KHORNE&#039;&#039;&#039;. You know how the only negative thing about Bloodletters, the lesser Daemons of Khorne is the fact that they only attack once and Khorne Daemons dish out no buff to increase that? Good thing your Bloodsecrator very much does. Now your Bloodletters can swing their scary swords with twice the attacks...so why do I want Bloodreavers again?&lt;br /&gt;
** The Crimson Plate on this guy in cover gives him a 2+ Re-Rollable save. Nuff said.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exhalted_Deathbringer_EN.pdf Exalted Deathbringer]:&#039;&#039;&#039; (80pts.) Not so much a general as a trusted lieutenant, Command notwithstanding. Unless you&#039;re fighting a magic-heavy army (and I mean, very heavy) then you should always take the  Ruinous Axe &amp;amp; Skullgouger, as it&#039;s basically the best thing about him, letting him deal a rather disturbing amount of damage by simply passing his safe, or the or Impaling Spear  that on unmodified 6&#039;s to wound dealing D3 mortal wounds on top of his normal damage . Keeping him near a Khorne general gets him +2 attacks. These guys won big as second in command killers while also keeping your marauders from running away.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Aspiring_Deathbringer_EN.pdf Aspiring Deathbringer]:&#039;&#039;&#039; (80pts) An Exalted Hero with slightly weaker weapons but increase Battleshock casualties and  His Command Ability also makes other &#039;&#039;&#039;MORTAL KHORNE&#039;&#039;&#039; units wholly within 12&amp;quot; of him gain a +1 attack, which makes every deadlier. Taking him to boost Khorns DPS even further. &lt;br /&gt;
** Alternate Take: Bloodstoker is better in combat and doesn&#039;t need command points to use his ability Or get an Exalted Deathbringer with exceedingly better weapons and the invulnerability to battleshock trait that just became way more useful. Unless you&#039;re running a list that is going purely for jacking up attack characteristics, there are better options and this model can be used to still represent one of those.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slaughterpriest_EN.pdf Slaughterpriest]:&#039;&#039;&#039; (100pts.) This guy&#039;s not meant for killy but a profane cheerleader, adding to Khorne&#039;s Heroic buff squad. You use him to unbind magic (because Khorne hates magic) and knows 1 prayer + a prayer force an enemy to run towards your nearest unit by 3-6&amp;quot; (one of the better tactical pryers despite appearances). Remember the Lash of Submission from 40k? Yeah, it&#039;s just like that, but even meaner.  He&#039;s how you funnel your enemies to a battle they can&#039;t win if they suck at fighting or bang up a big guy.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullgrinder_EN.pdf Skullgrinder]:&#039;&#039;&#039; (80pts.) You know Age of Sigmar hasn&#039;t lost the Warhammer touch when you see that the sacred smith doesn&#039;t attack with his hammer, but HIS ANVIL.  He swings it so hard he gets 2 3+/2+/-1/3 attacks. Yes, that&#039;s damage 3, not D3. He also adds +1 Bravery to other Mortal Khorne units within 12&amp;quot;, which won&#039;t make your Bloodreavers brave or anything, but it might help your Blood Warriors and Skullreapers a bit.  He&#039;s also got this neat special rule where, if he kills an enemy Hero or Monster, he gives all Mortal Khorne units within 8&amp;quot; the ability to roll 2 wound rolls if they get a 4+ on their Hit rolls &#039;&#039;&#039;for the rest of the game&#039;&#039;&#039;. Get him a few bonus attacks and that Hero/Monster kill is either assured or your opponent will be running the hell away from your Skullgrinder, both of which are great outcomes. Note: Skullgrinder&#039;s ability doesn&#039;t just apply to close combat attacks, team him up with some Marauder Horsemen with Javelins to give your opponent a nasty surprise!&lt;br /&gt;
** Got nerfbuffed from the battletome update. He&#039;s completely lost the ability to give extra hits after slaying a hero, that ability graduated somewhat to the new 8 Blood Tithe point cost Slaughter Triumphant. In return, he&#039;s gained an extra attack, and the ability to bitchslap any single Hero/Monster within 2&amp;quot; with D3 Mortal wounds on a 2+. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodstoker_EN.pdf Bloodstoker]:&#039;&#039;&#039; (80pts.) Need a little more rage in your blood? Have the Bloodstoker whip your other guys into shape. Most people seem to focus on the fact that he lets the unit he whipped reroll Wound rolls, but his other buff is actually much more potent. +3 to run and charge helps you out A LOT with getting your guys into melee, especially if you picked the otherwise painfully slow Skullreapers. And every turn you&#039;re in melee is a turn you&#039;re winning, so him getting you there faster is wonderful. That said, don&#039;t discount the rerolls and do remember that he targets &#039;&#039;&#039;MORTAL KHORNE&#039;&#039;&#039;. Also, the guy himself is actually a decent fighter by virtue of having two weapons and thus profiting doubly from all your attack buffs and can actually use his whip to fight from the second row, even behind big models like Wrathmongers. And when you think you&#039;ve had enough fun whipping shirtless guys around you can always throw the Bloodstoker to the wolves in order to keep the blood flowing.&lt;br /&gt;
** Do you like chaos Chariots? Great, because the Bloodstoker does, too. They will outpace him but applying will add 3 more dice to its impact hit, letting it deal more mortal wounds on top of rerolling to wound.&lt;br /&gt;
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=====Slave to Darkness=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Chaos Lord]&#039;&#039;&#039;: He is a big brute, putting out a lot of killing with ether weapon option. He is good for other mortal Slave to Darkness as his CA let a unit swing twice during combat and Khorne does have many Melee buffs.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Lord on Daemonic Mount]&#039;&#039;&#039;: Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options, but provides a re roll to their charge and +1 to hit. Combined with Killing Frenzy to ensure all your swings get a chance to kill. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]&#039;&#039;&#039;: The new mounted lord has arrived, and he rode in style as a fully plastic kit. Wow does this character scream build around. Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore]&#039;&#039;&#039;: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18&amp;quot; to reroll charge and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]&#039;&#039;&#039;: A shit Aspiring Deathbringer with D6 3+/3+/-1/1 attacks and can fight twice. He gets a +1 to hit vs Characters and Monsters and if he somehow kills one he heals D3 wounds. Yeah probably don&#039;t?&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;Beasts Of Chaos&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Must be included in a Brass Despoilers battalion.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) Although slower and will reach battle a turn after the other gors, he is a stong fighter and grant lets other Brayherd wholly within 18&amp;quot; re-roll all wound rolls if he kills something, giving you another re-roll the turn after using the Brass Despoilers.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts)  Fast moving 7&amp;quot; of monstrous beef wielding a big axe that deals mortal wound and inspires slightly smaller monstrous beef to wound better.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;===&lt;br /&gt;
====Battleline====&lt;br /&gt;
You&#039;re going to need at least three units of Battleline in a 2k points list. These are often the core of your army that dictate how you&#039;ll build the rest of your list out.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodletters_EN.pdf Bloodletters]:&#039;&#039;&#039; ({{AOSKeyword|Daemon}}, Min:10, Max:30, 110/300pts) Your standard choppy Khorne daemon, min unit size 10 and coming in with MV 5, a 5+ save and the Bravery 10 all daemons share. The Hellblades they wield are 4+/3+/-1/1 which are pretty great for infantry, but they only make a single attack each. The unique ability this unit has is that unmodified rolls of 6 to hit are automatic mortal wounds, but you continue the attack sequence on that attack. They have the standard array of musicians, standard bearers and champions with the champ gaining a second attack, the musician forcing your opponent to re-roll battleshock test of 1 within 6&amp;quot; and two banner options: The first allows you to add D6 bloodletters to the unit every time you roll a 1 on a battleshock test the other grants you +1 to any charge rolls you make every time the unit slays a Hero. As a unit can carry multiple banners there&#039;s no reason not to take both. Remember, the Locus of Fury lets them reroll hit results of 1 if a Daemon Hero of Khorne is within 12&amp;quot; (16&amp;quot; for a Bloodthirster) which is almost needed due to the low number of attacks Bloodletters get. If you take a blob of 20 or more, they get a plus one bonus to hit, so it may be worth taking a few large units rather than multiple small ones.&lt;br /&gt;
** The nerf to Bloodletter&#039;s Mortal Wound melee attacks is a large blow to the Bloodletter Bomb, effectively killing it once and for all. Bloodletter hordes are still scary and when buffed can remove other unis, but they are now an accompaniment unit and not your entire army. One unit in your army shouldn&#039;t be bearing the entire load; diversify!&lt;br /&gt;
** For summoning lists: units of 20 Bloodletters are still a very valuable summon because, even unbuffed, they are a force to be reckoned with. A late-game blob suddenly encroaching on an objective can turn the tides of battle very quickly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh_Hounds_EN.pdf Flesh Hounds]:&#039;&#039;&#039; ({{AOSKeyword|Daemon}}, Min:5, Max:20, 100pts) Now Battleline all the time! For nearly double the price of a bloodletter, you get a 2 wounds little beast with an 8&amp;quot; move (which is pretty fast for Khorne) and 4 (3+/4+/-/1) attacks, an unconditional re-roll on their charge range, and their pack leader barks an 8&amp;quot; 2+/4+/-/1 missile attack. In addition, they can unbind spells, getting a +1 to this if they have 10+ models. These guys are pretty damn killy, recommended to bring one or two to grab objectives and deal with pesky magic. &lt;br /&gt;
** These dawgs and a Khorne Bloodbound Bloodstoker are a match made in heaven. Get the Bloodstoker to whip these guys giving them +3&amp;quot; on their charge/run rolls and rerolling their wound rolls and watch your opponent cry as you charge into their lines first turn and throw out 4 3+/4+/-/1 attacks each and are in the perfect position to start dispelling your opponents wizards next turn. (No longer works as Bloodstoker can now only target Mortal units)&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Blood_Warriors_EN.pdf Blood Warriors]&#039;&#039;&#039;: ({{AOSKeyword|Bloodbound}}, Min:5, Max:30, 100/520pts) A band of Chaos Warriors with a Khorne-approved coating of blood and the ability to attack before going down. They&#039;re normally equipped with Goreaxes (Chaos Hand Weapons with a Gorecoat that grant rerolls of 1s to Hit if a model has two axes), though many of them can also take a Gorefist so that save rolls of 6 now cause mortal wounds back to the enemy (a big improvement from the last battletome). Which one you take is up to you really. Mortal wounds is always nice, than again hitting better is always good (especially since they have the potential to attack twice) since these guys don&#039;t exactly pack the biggest punch. One per ten can also grab a Goreglaive, which is a Goreaxe that Wounds on 3+, -1 to rend and causes 2 damage. &amp;lt;s&amp;gt;Also, as with the Stormcasts, thanks to the wording, you can give that Goreglaive to your champion, who gets an additional swing with any weapon he wields.&amp;lt;/s&amp;gt; Updated warscroll gives Champion +1 attack to Goreaxes specifically, so not anymore.&lt;br /&gt;
**Honestly as cool as Khorne Themed Chaos Warriors are...the sad truth is they are awfully expensive for their damage output. The fact that they can only have 1 weapon per TEN models really sucks (despite the fact that they are taken in 5 min increments). And they are often outcompeted by Bloodletters and Bloodreavers in the damage department. Especially when reavers are backed by a Totem (they&#039;ll die like flies but they&#039;re cheap as chips). However, what truly redeems this unit is that these guys are the closest thing a Khorne army is going to get to a shield wall. With a 4+ save a and two wounds these guys make excellent objective holders and charge breakers for holding the line. Your other choices are just too fragile to really whether the enemy attacks (sure Khorne wants things to die but sometimes you need a unit to hold the line and the objectives without crumbling instantly). The change-up to gore-fists only made them even better in this role as attacking them will likely lead to a bunch of mortal wounds back to you along with any slain models getting some attacks back before they die. &lt;br /&gt;
**TL;DR: In essence leave the foreguard killing to the reavers and bloodletters, take Blood Warriors to hold objectives, escort characters and deter enemy counter-charges as they are basically designed to take a frontal assault to the face and laugh it off.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodreavers_EN.pdf Bloodreavers]&#039;&#039;&#039;: ({{AOSKeyword|Bloodbound}}, Min:10, Max:40, 70/240pts) These guys are essentially Khornate Marauders who are too manly to wear armor (but now they have a 6+ Save, Khorne be praised!). Their leader gets another attack, and you can add an Icon Bearer (Adding +1 to their Bravery) and/or a Musician (+1&amp;quot; To Run and Charge), both of which are very useful bonuses you should always take. As for weapons, you could either run with the Reaver Blades (which re-roll hit rolls of 1) or take the Meatripper Axe and gain -1 Rend (probably the better option, which is, of course, the reason the guys in the Starter Set come with the other one). They also gain an extra attack if they are 12&amp;quot; from a unit which has the &#039;&#039;&#039;Chaos Totem&#039;&#039;&#039; keywords (Bloodsecrator and Chaos Warshrine being the most practical examples, though a Beastmen BSB would work too, just for shits and giggles).&lt;br /&gt;
** &#039;&#039;&#039;Pro-tip:&#039;&#039;&#039; If you have a Warshrine dedicated to Khorne, take Meatripper Axes, because the Warshrine&#039;s prayer grants you full reroll to Hit, add the bonus for having a Chaos Totem around and you still get the better Rend from the Axes.&lt;br /&gt;
** These Dudes stand out as your *cheapest* source of Blood Tithe at 70 points/10W, 6+. They combo well in a 40-strong blob. But definitely consider the MSU approach for screening, speedbumps, and the sweet, sweet Blood Tithe.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}}, Min:5, Max: 30, 100pts.)without support, they have better protection, Hitting, Run &amp;amp; Charge, hoarding in hordes, and protection against mortal wounds. If you have more support STD then {{AOSKeyword|BLOODBOUND}} in your list, take Chaos Warriors&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}}, Min:20, Max: 40, 150pts.) without the {{AOSKeyword|BLOODBOUND}} Support goons, Marauders hordes beat Bloodreavers as they have better armour, hit harders when in hordes, and their charge distance is aways 8+&amp;quot;.&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;Beasts Of Chaos&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Must be included in a Brass Despoilers battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (min:10, Max:30, 70/200pts) Not as much DPS as other marauders but they have claim ground faster with their 7 +2d6+1&amp;quot; Run &amp;amp; Charge and their shield grant them a 4+Sv in melee, make cheap sacrificial chaff to stall as the rest of the army make their way.&lt;br /&gt;
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====Cavalry====&lt;br /&gt;
Your fast attack units. Sometimes you need something that can jet across the board at high speeds with a blade swinging.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bloodcrusher_EN.pdf Bloodcrushers]:&#039;&#039;&#039;  ({{AOSKeyword|Daemon}}, Conditional Battleline:Skullmaster is your General, Min:3, Max:12, 120pts) Bloodletters on mounts, gain 3/3+/3+/-/1 juggernaut attacks, +3&amp;quot; movement, 3 wounds and a 4+ save. They have a faux &amp;quot;Hammer of Wrath&amp;quot; attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1&amp;quot;, or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Bloodcrusher, and each one can pick a different eligible target unit.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mighty_Skullcrushers_EN.pdf Mighty Skullcrushers]:&#039;&#039;&#039; ({{AOSKeyword|Bloodbound}}, Optional Battleline: Lord of Khorne on Juggernaut general, Min:3, Max:12, 160pts.) Your cavalry. Their mounts as much damage than the riders, striking pretty much with the same profile as a Skullreaper. Do however remember that despite being Cavalry, your Skullcrushers aren&#039;t all that fast, moving only 8&amp;quot;. The riders themselves have either the same weapon profile or with more Rend but worse Hit rolls. Your choice really. Their banner grant +2 Bravery. They have a faux &amp;quot;Hammer of Wrath&amp;quot; attack: when they charge, on a 2+ they cause a mortal wound on an enemy unit within 1&amp;quot;, or D3 mortal wounds if this unit has more than 5 models - but this roll is done per charging Skullcrusher, and each one can pick a different eligible target unit.&lt;br /&gt;
** Quick modeling tip: After the reboxing, Skullcrushers now come in boxes of 6, but their Warscroll still specifies that they come in units of 3+, so you can comfortably take one of those six and make him into a Juggerlord, which would normally be a resin model that costs an arm and a leg. (Though you&#039;d have to pay for a full unit of 6 if you used them in matched...)&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}} Min:5, Max:20 180pts.) Cavalry on Horses? In my Khorne army? It&#039;s more likely than you think! They&#039;re 2&amp;quot; faster than Skullcrushers, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (Now wounding on 3s and have rend -1!!) or Lances (2x 4+/3+/-/1) that upgrade to 4+/3+/-2/2 on the turn they charge. These guys suffer from some identity issues honestly and it&#039;s hard to see a place for them when Mighty Skullcrushers point for point are better offensively and defensively. With the new kit coming in from the start collecting, the Chaos Knight champion now has the optional Cursed Flail, bringing d6 attacks with the same stats as the lance. Probably not the best option, but can provide some bonus swings into some lighter units and it certainly looks sick!!&lt;br /&gt;
**Actually on a second glance Lance/Glaive Chaos Knights do scary damage. Skullcrushers may be better in a prolonged fight, but 5-10 chaos knights on a charge with even one of the many buffs khorne has can do a lot of work. The fact that there are at least 5 models is also important if you say give them a +1 attack buff from the Aspiring Deathrbinger (don&#039;t forget it also affects mounts!). That&#039;s 10 more attacks!&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}} Min:5, Max:30 90pts.) Much lighter Cavalry and one of your few ranged attack options in the army. 12&amp;quot; move (4 more than Juggernaut Cav) 5+ save and 2 wounds each. They can have the same flail or axe as marauders on foot but the best option is their javelins giving them 2 4+/3+/-/1 ranged attacks each. They shoot and charge on a turn they retreated. A nice cheap skirmisher and objective grabber in an army saturated with heavy cav.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}} Min:1, Max:3 120pts.) 12&amp;quot; move and a once per game Run &amp;amp; Charge mean these are pretty nippy, especially compared to other Khorne stuff. It&#039;s decent enough at taking out enemy heroes with its charge MW and greatblade and, with the flail, it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Gorebeast Chariot]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}} Min:1, Max:1 150pts.) Slower than the Chaos Chariots but a killer mount. With 9&amp;quot; move it&#039;ll keep pace with your skullcrushers. If you roll a high charge range the gorebeast hit harders.  Very good at things like Swordmasters. I&#039;d still take the greatblade too since you&#039;re better off with the rend.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armed with an Ensorcelled Weapon for consistency, Fellspear for better charge damage, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;Beasts Of Chaos&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Must be included in a Brass Despoilers battalion.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min:3, Max:12 140pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
** Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max:20 80pts.)The fastest unit you have, 15+2d6+1&amp;quot; of movement is ludicrous fast, nothing is unreachable. They may not nearly have the same punch as other cavalry, but they will reach anything turn one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039;(Min:1 Max:4 60/200pts.) a cheap chariots, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys.&lt;br /&gt;
&lt;br /&gt;
====Elite Infantry====&lt;br /&gt;
Your expensive, specialized, heavy-duty troops that make your opponent sweat when they see them approaching. They aren&#039;t the fastest units you&#039;ve got (in fact they&#039;re some of the slowest) so you&#039;ll have to be a lot smarter with these on the board than your other, cheaper units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skullreapers_EN.pdf Skullreapers]:&#039;&#039;&#039; ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 180pts.) Pretty cool. Stat-wise they&#039;re pretty decent, with a Wound and a point of Bravery over Blood Warriors along. Their weapons (4x 3+/3+/-/D1, unmodified 6&#039;s to hit inflict mortal wounds in addition to their normal damage) And this gets even better when combined with their now modified Trail of Skulls ability. Now much more simplified from the previous battletome (where you had to keep a tally of total models you killed) now it is just a straight reroll to hit when your opponents unit has 5 or more models, meaning more chances for mortal wounds. Additionally, the champion gets another weapon on top that&#039;s pretty powerful but only gets one swing. They also have a reasonable chance of inflicting mortal wounds if they die in combat. These are your elite infantry. They&#039;re powerful and can lead your charges. Get a Bloodsecrator nearby and watch everything around them melt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wrathmongers_EN.pdf Wrathmongers]:&#039;&#039;&#039; ({{AOSKeyword|Bloodbound}}, Min:5 Max:20 140pts.) The angry cheerleaders can infect other people with their RAGE. In-game terms, every {{AOSKeyword|Khorne}} model wholly within 8&amp;quot; of them gets an extra attack with all their weapons but this doesn&#039;t affect the Wrathmongers. Offensive wise they have 4 good melee attacks that get better on the charge. Also, their Blood Fury ability can Deal mortal wounds when they die to get a little more damage. A unit of five gives you a pretty massive radius. They also gained an interesting synergy with Skarr Bloodwrath, being able to attack upon death similar to a Blood Warrior.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf Chaos Chosen]&#039;&#039;&#039;: ({{AOSKeyword|Slave to Darkness}}, Min:5 Max:20 140pts.) Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause additional mortal wounds on a wound roll of six and if they slay a model {{AOSKeyword|SLAVES TO DARKNESS}} wholly within 12&amp;quot; re-roll failed wounds. Not to be sniffed at, especially with a Bloodstoker to give them re-rolls to wound and if you&#039;re running anything they can buff. These guys pack a big punch for their price essentially being your equivalents to Stormcast paladins, only 60 points cheaper a unit.&lt;br /&gt;
&lt;br /&gt;
====Beasts====&lt;br /&gt;
A mix between fast and elite, these units are unique in nature and utility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Khorgoraths_EN.pdf Khorgorath]&#039;&#039;&#039;: ({{AOSKeyword|Bloodbound}}, Min:1 Max:6 100pts.) &amp;quot;Somewhat underwhelming,&amp;quot; said nobody ever. Khorgoraths are actually one of the punchiest units available to Blades of Khorne at a rock bottom price. It has two unique traits: it heals a wound when it removes a model in the combat phase, and it reduces bravery in an area when it deals damage. Though they may seem tailor made for removing smaller foes with their five attacks rending with damage two, but they&#039;re also great at killing multi-wound models and shaving off wounds from larger monsters as well. Because of their great statline they really don&#039;t need buff support to function well, but this also means anything you give them fires them up even more. They&#039;re also one of the only monsters in the game where up to five can be taken in a single unit. They also become even better in a Skulltake Battalion.&lt;br /&gt;
** Khorgoraths are one of those units where it&#039;s best to take more over less. Individual models will hurt other units badly, but a unit of 3+ are a steamroller. In smaller games you can get away with a single model, but if you&#039;re playing 2k you should experiment with slotting these in as your hammer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; ({{AOSKeyword|Slave to Darkness}}, Min:1 Max:6 50pts.) [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.&lt;br /&gt;
** While unreliable in almost every single aspect of their horrible existence, they do make a cheap, weak Blood Sacrifice target!&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;Beasts Of Chaos&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Must be included in a Brass Despoilers battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
** Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Behemoths&amp;lt;/span&amp;gt;===&lt;br /&gt;
The big boys. The mad lads. The &amp;quot;you can only take up to four of them in a 2k list&amp;quot; fellas. More expensive than a beast, more powerful than an elite, just the right amount of blood for the blood god.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Slaughterbrute_eng.pdf Slaughterbrute of Khorne]&#039;&#039;&#039;:  (Monster, Behemoth, 170pts) They bind to one {{AOSKeyword|Slaves to Darkness HERO}}. Clocking it at just under the cost of two Khorgoraths, the Slaughterbrute can dish out almost exactly the same amount of wounds as them in melee combat. The Brute&#039;s weakness is its 4+ save and 12 wounds, but its degenerating profile is actually very forgiving. It stays fast and killy until you shave off a good 8 wounds! Just be aware your big boy in red is not a shock trooper and will need an escort to the enemy lines. however, the Slaughterbrute is truly Bloodsecrator&#039;s best friend. The Slaugtherbrute is at its most dangerous inside the Bloodsecrator area of effect.&lt;br /&gt;
** Too bad he lacks very good rend. Seriously he doesn&#039;t have access to Rend -2 despite his huge size and his JAWS are rend-less! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=7 Chaos War Mammoth]:&#039;&#039;&#039; (Slaves to Darkness, 320pts)This monster has 22 wounds! Although it&#039;s only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (Totem, Priest, Behemoth, 170pts) If you play with caps on Heroes, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants {{AOSKeyword|Mortal Slaves to Darkness}} an additional 6+ save after their normal save. It Can also pray for buffs to Mortal STD units. There is one buff for Undivided and every God. The Undivided buff is the best by default, granting rerolls of To Hit and To Wound. However, the God-specific buffs can be cast on whatever you want, but get better if you cast it on a unit of the same God. The favor of Khorne allows reroll changes, but if the unit it&#039;s used on a Khorne mark, you can also reroll all To Hit rolls. And yes, this does mean a Shrine can bless units of rival Gods, just for shits and giggles. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody&#039;s business. The model is a Priest and can cast Khorne prayers inaction to its own.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039; (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;Beasts Of Chaos&amp;lt;span&amp;gt;====&lt;br /&gt;
Must be included in a Brass Despoilers battalion.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts.)Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Artillery&amp;lt;/span&amp;gt;===&lt;br /&gt;
You can take up to four of these in a 2k list. There&#039;s nothing more to say about this section. Its got Skull Cannons. They got buffed in 2.0, so you may start seeing (or even using/summoning) them!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skull_Cannons_EN.pdf Skull Cannon]:&#039;&#039;&#039; (Deamon, Min:1 Max:3 130pts) This is an interesting unit: it&#039;s a cannon that can do significant damage at the range but has a melee statline with special rules that make it look as though it&#039;s made for close combat. In truth, it&#039;s a hybrid unit made to do both. Starting off with the basics, the Skull Cannon is a 7 wound model that has a single shooting attack 30&amp;quot;/1/3+/3+/-2/D6; however, when shooting at units of +10 the Skull Cannon adds +1 to its hit rolls, making it hit on a +2. Moving on to its melee profile, it has the standard Hellblades with 2/+4/+3/-1/D1 with hit rolls of 6 or more causing a mortal wound. In addition, it has a single Gnashing Maw attack 1/+4/+3/-1/D3. Pretty mediocre, until you read its special rules: its melee rule Grind their Bones, Seize their Skulls allows the cannon to make an additional shot at the end of the combat phase if it killed any models with its close combat attacks. Furthermore, due to the strange rule set for AoS, you can still use ranged weapons in the shooting phase even if you are locked in combat. This essentially means that you can fire the cannon, charge, eat their skulls, and fire additional shots with your skull cannon while continuing to do so in subsequent turns.&lt;br /&gt;
** Hilariously, a nearby unit of Wrathmongers makes your Bloodletter crew shoot twice as fast, meaning that you can get up to 6 cannon shots per model per turn (4 in your Battle Round, 2 in your opponent&#039;s).&lt;br /&gt;
**They stopped that nonsense with an FAQ (wrathmongers are for melee only).....despite the WRITER OF THE BOOK saying it was 100% intentional. It&#039;s almost like GW doesn&#039;t want people to spend money on 4 skullcannons!&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Scenery_Skull_Altar_EN.pdf Skull Altar:]&#039;&#039;&#039; Ironically, it lacks the amount of skulls one would expect. You may place one of these down, for free, anywhere in your deployment territory to benefit from its two abilities. First is to let Khorne Priests re-roll any prayer and judgment rolls while wholly within 8&amp;quot; of the altar. The second is that it forces wizards within 16&amp;quot; take -1 to cast. Best of all? It&#039;s free, so it&#039;s worth taking just for the area of casting denial even if you&#039;re not running Slaughterpriests.&lt;br /&gt;
**It can also be used when summoning units with Blood Title points - they can arrive near the altar instead of near one of your heroes, if that helps.&lt;br /&gt;
***Take a lesson from the way Beasts of Chaos are running their Herdstone and put this bad boy a little up the table to maximize its radius.&lt;br /&gt;
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==Normal Battalions==&lt;br /&gt;
Battalions were smacked with a point increase in 2017 and smacked again for good measure in 2018. If you plan to take one, go all in to make the most of it.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
;Murderhost (160pts min. 600pt.): &#039;&#039;1 Bloodletter hero, 3-7 Bloodletters, Crushers, Hounds, or Cannons&#039;&#039;&lt;br /&gt;
Change in new version  - only adds 2 to run and change rolls while within 16&amp;quot; of the Bloodletter Hero. For sure less impactful.&lt;br /&gt;
&lt;br /&gt;
;Bloodthunder Stampede (140pts. min. 730pt.): &#039;&#039;1 Skullmaster, 3-7 Bloodcrushers&#039;&#039;&lt;br /&gt;
Hard nerf in the new version, but still pretty good - Makes the Murderous charge and Slaughterous charge abilities automatically go off, instead of on a 2+. And I bought all those expensive bloodcrushers.. &lt;br /&gt;
&lt;br /&gt;
;Council of Blood (min. 930pt.): &#039;&#039;3-8 Bloodthirsters (including Skarbrand and the Exalted Greater Daemon)&#039;&#039;&lt;br /&gt;
HARD NERF - Now Called Tyrants of blood - Just allows your Bloodthirsters to attack in succession. Like still pretty powerful, but not even close to the wrecktastic voyage that was the previous version. &lt;br /&gt;
&lt;br /&gt;
Whoever wrote the above is legitimately clueless about the fundamentals of AoS matched play, Tyrants of Blood is immeasurably better than Council ever was. Always fights first and/or fight twice with 1,000+ points of Bloodthirsters, is far better run &amp;amp; charge (which you can still effectively get anyway with the Unfettered Fury command ability, along with retreat &amp;amp; &amp;quot;charge&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
;Blood Hunt (120pts. min. 880pt.): &#039;&#039;Karanak and WoK Bloodthirster, 3-8 Bloodcrushers or Flesh Hounds&#039;&#039;&lt;br /&gt;
Adds 1 to wound rolls to attacks targeting Hero units. Nerfs for the Nerf god&lt;br /&gt;
&lt;br /&gt;
;Gorethunder Cohort (120pts. min. 680pt.): &#039;&#039;Skull Throne, 3-8 Skull Cannons&#039;&#039;&lt;br /&gt;
Re-roll hit rolls for all cannons within 12&amp;quot; of the throne.  &lt;br /&gt;
&lt;br /&gt;
;Blood Host of Khorne (120pts. min. 1080pt.): &#039;&#039;Bloodthirster (any), 7+ any other Khorne Daemon Hero (except Karanak for some reason) or unit&#039;&#039;&lt;br /&gt;
Re-roll charge rolls while within 16&amp;quot; of your Bloodthirster. Get the F in there. &lt;br /&gt;
&lt;br /&gt;
;Charnel Host (140pts. min. 900pt.): &#039;&#039;Bloodmaster, Bloodthirster of Unfettered Fury, 3-8 Bloodletters(any)&#039;&#039;&lt;br /&gt;
Re-roll wound rolls of 1 while within 16&amp;quot; of the Bloodthirster.  &lt;br /&gt;
&lt;br /&gt;
;Skullseeker Host (120pts. min. 930pt.): &#039;&#039;Bloodmaster, Bloodthirster of Insensate Rage, 1-3 Skull Cannons, 2-5 Bloodcrushers&#039;&#039;&lt;br /&gt;
Re-roll ALL wound fails that target a Monster. Big ass skulls for the big ass skull throne.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Khorne Bloodbound Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
The battalions in Khorne Bloodbound have been replaced with the below. This means the old battalions are no longer legal. Sorry, Bloodstorm! Most of our battalions are around 700 points minimum, so once again be sure to make the most of them if you&#039;re going to take any!  While the battalions themselves have gone down in points, some of the mandatory units have had their points values raised, so keep that in mind. NOW ALL UPDATED &lt;br /&gt;
&lt;br /&gt;
;Gore Pilgrims (140pts. min. 630pt.): &#039;&#039;Bloodsecrator, 2-3 Slaughterpriests, 1-2 Blood Warriors, 1-2 Bloodreavers&#039;&#039;&lt;br /&gt;
The battalion to end all battalions got jumped by GW in an alley and had its knees broken.  Now it only adds 8&amp;quot; to the range of the Bloodsecrator&#039;s abilities while they&#039;re within 8&amp;quot; of one or more Slaughterpriests.  No more cumulative range bonuses, no more re-rolls to prayers from the battalion.  While its effects are easy to re-create, you no longer need the Gore Pilgrims for it.  Still a good battalion, even if it&#039;s no longer the auto-take it used to be.&lt;br /&gt;
&lt;br /&gt;
;Bloodforged (120pts. min. 580pt.): &#039;&#039;Skullgrinder, 1-3 Blood Warriors, 2-4 Wrathmongers&#039;&#039;&lt;br /&gt;
Finally, something I like. After a Wrathmonger has attacked, if its wholely within 8&amp;quot; of the Skullgrinder, it can make a 2nd pile in and attack, before the other player. WHAAAAAAAAAA. &lt;br /&gt;
&lt;br /&gt;
;The Gorechosen (110pts. min. 750pt.): &#039;&#039;Exalted Deathbringer, 7 from the following: Aspiring Deathbringer, Bloodstoker, Bloodsecrator, Skullgrinder, Slaughterpriest&#039;&#039;&lt;br /&gt;
Not actually legal in 2k games, this battalion lets you pay a premium to add +1 to hit (while within 12 inches of another unit from the battalion) and +1 attack to every unit within it. Ideally you would take front-line Heroes to get the most from the battalion. Useful in larger games, useless any other time.&lt;br /&gt;
&lt;br /&gt;
;Brass Stampede (140pts. min. 780pt.): &#039;&#039;Lord of Khorne on Juggernaut, 3-7 Mighty Skullcrushers&#039;&#039;&lt;br /&gt;
A pricey battalion that adds more killing power to your already deadly cavalry units.  Now it makes it so their Murderous Charge and Slaughterous Charge rules automatically occur.  &lt;br /&gt;
&lt;br /&gt;
;Dark Feast (110pts. min. 500pt.): &#039;&#039;Bloodstoker, Slaughterpriest, 3-6 Bloodreavers&#039;&#039;&lt;br /&gt;
Adds 1 to attack characteristic of all Bloodreavers within 16&amp;quot; of a Slaugherpriest . Hordes of little dudes flowing across the field.  &lt;br /&gt;
&lt;br /&gt;
;Skulltake (140pts. min. 680pt.): &#039;&#039;Bloodstoker, 0-2 Blood Warriors or Bloodreavers, 1-2 Khorgoraths, 2-3 Skullreapers&#039;&#039;&lt;br /&gt;
Unmodified wound rolls of 6 deal an extra damage while within 12&#039; of the Bloodstoker. Churn em out! &lt;br /&gt;
&lt;br /&gt;
;Slaughterborn (170pts. min. 710pt.): &#039;&#039;Exalted Deathbringer, 2-4 Skullreapers, 1-3 Blood Warriors&#039;&#039;&lt;br /&gt;
Worsens rend received in melee by 1. Solid battalion for boosting the defense of your army and can fit all your battleline.&lt;br /&gt;
&lt;br /&gt;
;Red Headsmen (120pts. min. 580pt.): &#039;&#039;Aspiring Deathbringer, Skullgrinder, 3-6 Blood Warriors&#039;&#039;&lt;br /&gt;
No more flavor involved, and I really enjoyed that &amp;quot;worthy foe&amp;quot; thing.  Heroes and Monsters killed by this battalion grant double blood points. I like that. &lt;br /&gt;
&lt;br /&gt;
;BloodMAD Warband (160pts. min. 910pt.): &#039;&#039;Aspiring Deathbringer, Bloodsecrator, 1 Skullreapers, 1-2 Bloodreavers, 3 Blood Warriors&#039;&#039;&lt;br /&gt;
NERFBAT NEW VERSION - Add 1 to all attack characteristics if they charged in the same turn. Still, okay, but just not the same. &lt;br /&gt;
&lt;br /&gt;
;Goreblade Warband (140pts. min. 600pt.) (Open Play Only): &#039;&#039;Bloodsecrator, Bloodstoker, Mighty Lord or Khul, Blood Warriors, Bloodreavers, Khorgorath&#039;&#039;&lt;br /&gt;
You can re-roll charge rolls for the Goreblade Warband if any of its units made a successful charge in the same phase. If any units are wiped out during the combat phase, you can add 1 to the Attacks characteristic of all melee weapons used by the Goreblade Warband for the remainder of that combat phase. Its restricted to Open Play and contains the starter set units only.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Beastman Battalion &amp;lt;/span&amp;gt;===&lt;br /&gt;
;&#039;&#039;&#039;Brass Despoilers (190 p) (Min: 620.pt. Max: 10770.pt.)&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confirmed by FAQ, that it can be taken in a Blades of Khorne army. Give all units in this Battalion the Khorne keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9&amp;quot; another unit from this Battalion. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase. the only way to get Khorne Beastmen. Gors grant chaff that covers more ground than traditional Barbarians. Tuskgor Chariots and Centigors provide speed. Cygors help with anti-magic while Ghorgons dish out a lot of damage.&lt;br /&gt;
&lt;br /&gt;
The Key to this battalion is to take advantage of min sized units of Bestigors as chaff destroyers (5-6 attacks on the charge!), or Bullgors with their BF Axes for the high rend attacks that Khorne can buff (and lacks in it&#039;s non-Heroes). The Doombull is also a great choice. Watch out though, as a lot of buffs that work on Mortals and/or Daemons will not work on the Beastmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Slaves to Darkness Battalion&amp;lt;/span&amp;gt;===&lt;br /&gt;
;&#039;&#039;&#039;Bloodmarked Warband (180pts, Min 990pt.)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;1 Mortal Slaves to Darkness Khorne Hero, 8 Mortal Slaves to Darkness Khorne units&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a hero from this battalion slays any models during the combat phase, you can pick a unit from this battalion wholly within 12&amp;quot; of said hero. That unit gains +1 attack until your next hero phase. A unit cannot benefit from this more than once per battle round. This can range in terms of usability, so choose carefully. However, this can stack quite well with the Bloodsecrator and turn some normal units into absolute blenders. If you want to use this, go all in. Marauders, Knights, and Characters will benefit the most from this.&lt;br /&gt;
&lt;br /&gt;
==Super Battalions==&lt;br /&gt;
Battalions OF battalions. Adds additional bonuses for an additional point cost. 2.0 slapped these with increased points, making them harder to take in a balanced list.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne Super Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
Don&#039;t expect to take any of these in a normal sized game. The bonuses make them pretty great, but the point cost puts them in a realm beyond any rational point limit.&lt;br /&gt;
&lt;br /&gt;
;Blood Legion (min. 3090pt.): &#039;&#039;1 Blood Host of Khorne, 3-7 other Daemon of Khorne Battalions excluding the Blood Host&#039;&#039;&lt;br /&gt;
The MEGA battalion of Khorne Daemons should only be considered if you&#039;re playing a 5k+ points game, and even then you may want to first consider what life choices you made to be playing such a game. &amp;lt;s&amp;gt;You get two bonuses: first, if any units are wiped out in the combat phase, all units in the super battalion get +1 attack, and second, you gain a Blood Tithe point at the start of each of your hero phases. Hey, there are worst ways to spend an entire weekend...&amp;lt;/s&amp;gt;  All units with the Decapitating Blow ability trigger it on unmodified hit rolls of 5+ rather than 6.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Mortal Khorne Super Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
2 out of 3 of these may be taken in a 2k game, but only 1 has any real potential by itself.&lt;br /&gt;
&lt;br /&gt;
;Bloodbound Warhorde (min. 3770pt.): &#039;&#039;1 Mighty Lord or Juggerlord or Skarr Bloodwrath, Korghos or Valkia, 1 Gorechosen, 1 Bloodbound Warband, 3-7 other battalions&#039;&#039;&lt;br /&gt;
For this absolutely insane abomination you get one Blood Tithe point&amp;lt;s&amp;gt;anytime your Slaughterpriests or Mighty Lord unbind a spell. Additionally, any unit from the super battalion can unbind spells. To top it all off, you get +1 attack in the combat phase if a unit has been wiped out for everyone in your super battalion. A super battalion for the collector looking to use his entire collection.&amp;lt;/s&amp;gt; each of your turns.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Maim, Kill, Burn! Maim, Kill Burn!! That&#039;s all!&lt;br /&gt;
&lt;br /&gt;
Actually it isn&#039;t, as the Bloodbound are actually a pretty engaging army (Khorne is the biggest nerd of the pantheon, what did you expect?). The Khorne Bloodbound are an army that specialize in very powerful hero&#039;s that either buff your already strong melee units or murder the enemy. Specifically, what makes this army unique is the amount of synergy that your army works within.&lt;br /&gt;
&lt;br /&gt;
Sure, your basic strategy is very simple: Charge in as fast as possible, as soon as possible and inflict as much damage as possible. If you simply toss Bloodreavers at your opponent they will die as even Skeletons fight better than unsupported Bloodreavers. They rely heavily on keyword synergy and need to work extremely well together in order to fight at peak efficiency. And in order to do that you need your Heroes.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to use at least 1 but no more than 2 Heroes per 25 Wounds. Start off with the Bloodsecrator. He&#039;s just about the best force multiplier you have (some might argue that he&#039;s the best non-special character force multiplier in the game) and add 20 Bloodreavers. Then, add two Heroes of your choice, one of them with a unique Command Ability, like the Mighty Lord or better yet, the Khorne Exalted Hero, who&#039;s bound to get a new name soonish like the &amp;quot;Lord of Plagues&amp;quot; did. Then, add Skullreapers. If you want to keep sticking with Blood Warriors, get a box, assemble five of them as Blood Warriors and add them to the ones from the starter box, then use spare parts to convert the other five into MOAR Skullreapers. As far as Heroes go, the Exalted Deathbringer is great regardless of whether he&#039;s your general or not but in different ways, the new Slaughterpriest is about the closest to ranged capability you have and pretty killy for a Priest and the Skullgrinder gets disturbingly powerful with all those attack buffs you&#039;ve got going.&lt;br /&gt;
&lt;br /&gt;
Even more important is that you use the right heroes with the right units: The Bloodstoker was pretty much made to boost Skullreapers with Daemon Weapons. The Juggerlord works better for Skullreapers with non-Daemon Weapons and for Blood Warriors. The Warshrine is best for Wrathmongers and Bloodreavers with Meatripper Axes. Everything with a bonus to attack numbers works best on Skullcrushers. The Bloodsecrator works well with everything, but best with Bloodreavers of all flavors. The Skullgrinder works best with units that Hit on 4+ and no better, specifically with Wrathmongers and Daemon Weapon Skullreapers. Mighty Lord, Exalted Deathbringer and Slaughterpriest are somewhat out of the loop, supporting everything equally and fitting absolutely everywhere, though the Deathbringer&#039;s only real use is as a beatstick, as his Bravery-conferring is infinitely worse than the Bloodsecrator&#039;s flat-out ignoring of Battleshock.&lt;br /&gt;
&lt;br /&gt;
As soon as you add Battalion rules, things get real crazy, as you suddenly have to add questions like &amp;quot;do I let my Bloodstoker get killed off in order to get some bonus attacks from &amp;quot;Khorne Cares Not From Whence The Blood Flows&amp;quot;?&amp;quot; to your list of considerations, in addition to the standard gaggle of &amp;quot;which unit needs to attack when it order to deal the most damage to what?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Age of Sigmar&#039;s real meat lies in combat, so an army specializing in combat is no less complex than one that can also pepper the enemy with arrows.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Khornemower: &#039;&#039;&#039; &amp;lt;This is out of date info but interesting to see how it used to work anyway&amp;gt; Units of 30 letters are offensively one of the best units in the game right now. All you need is a Slaughterpriest who knows killing frenzy, a Bloodsecrator and a Daemon hero of your choice (like you weren&#039;t taking them anyway). 61 Attacks hitting on 2&#039;s re-rolling 1&#039;s causing mortal wounds on a FOUR to hit. That&#039;s an expected 35 mortals per phase. For 270 points. On average you will kill Nagash or Archaon in one round of attacks and they HAVE saves vs mortal wounds. The only thing that will stand a chance at all against that density of mortals is mass Chaos Warriors, though on average you will kill TWENTY ONE of them in one round of attacks i.e. they will make 140% of their points back. You&#039;re welcome.&lt;br /&gt;
** Just a note Bloodletters aren&#039;t great defensively, if you anticipate a lot of ranged think about investing in another Slaughterpriest or two to give them bronzed flesh. if you think your opponent fights fair then a blood warrior or Bloodreaver screen to take any enemy charges is a good idea. If you expect magic, take another unit of 30, in fact take 2 units of them anyway, there&#039;s really not much they aren&#039;t good against.&lt;br /&gt;
** If you&#039;re playing over 1000 points take the gore pilgrims for Khorne&#039;s sake and at 1500+ consider the Murderhost with some flesh hounds to give your Bloodletters a bit of movement at the games start, the hounds make a great screening unit too as well as being a source of unbinding and [[DISTRACTION CARNIFEX | generally being a pretty scary thing an opponent may choose to shoot instead of your actually scary guys]].&lt;br /&gt;
** While this was a viable strategy for years, 2.0 has made it very expensive to pull off. Most savvy foes will also deploy in such a way as to give you no good choices to charge, and the charge itself CAN fail even with all the additional &amp;quot;to charge&amp;quot; bonuses. This list is a good way to force your local meta to play smarter, making games closer and more enjoyable for both sides, but there is a point of diminishing returns. HOWEVER, going ABOVE 30 Bloodletters to multiple units has been shown to work in some cases. If the idea of hordes of Bloodletters is your thing and you want to keep up with other armies, you&#039;ll have to go big or go home.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Summoning: &#039;&#039;&#039; With 2.0 Khorne Summoning has very clearly overshadowed many of the other Blood Point options. The ability to summon in waves of Flesh Hounds and Bloodletters to grind down your opponent&#039;s army cannot be underestimated. It&#039;s also possible to summon a pretty obscene amount of Daemons per turn should you focus on the power. You&#039;ll have to sacrifice what makes Khorne armies so powerful to begin with, however: buffing prayers. Give your Gore Pilgrims Slaughterpriests Blood Sacrifice, grab a Warshrine and give it Blood Sacrifice as well, and give them some Bloodreavers or Chaos Spawn to toss into the pot. Why Spawn? Low point cost and low wounds plus mass Blood Sacrifice equals more Blood Points. BBBBALSDARGGH.&lt;br /&gt;
** Your goal with this list is simple but difficult: turn your mortal army into a hybrid army and then into a daemons army over the course of the battle. Every turn you&#039;ll be spamming Blood Sacrifice to pump up your Blood Points and spending them in the following Movement Phase. Even if you only get two Blood Points, spend them on either MSU Bloodletters or a Bloodmaster. Use your summons to either zone your opponent (Bloodletters, Bloodmasters, Flesh Hounds), reach out and touch them where they thought they were safe (Flesh Hounds have rerollable charges), or setup future summoning (Bloodmasters, Skullmasters).&lt;br /&gt;
** CAUTION: there are several traps involved in this strategy.&lt;br /&gt;
*** Blood Thrones and Bloodcrushers (and to a lesser extent Skull Cannons) are still not worthwhile even with summoning. Skull Cannons have situational utility with their large bases blocking backfield deep striking while they deal long range damage, but they are very, VERY hit or miss. Flesh Hounds can zone more space and move just as fast as Skull Cannons when they need to.&lt;br /&gt;
*** You will be tempted to save your Blood Points until a game comes when your opponent gets a double turn and your points hit 8 and start being wasted. Always spend your points asap!&lt;br /&gt;
*** Your MSU Bloodletters won&#039;t be moving other units off objectives or dealing many wounds on, well, anything. Save your small groups for objective holding or speed bumps. If you want to deal actual damage, you&#039;ll need the 20 man summon with a nearby Daemon Hero unit. Biting the bullet at 7 Blood Points for a big unit can make or break your games, so choose wisely!&lt;br /&gt;
*** Flesh Hounds, while able to spit out a high number of attacks, have no rend and only a Daemon save of 5+. They&#039;re not terrible at clearing weaker units if they get the jump on them, but even with 2 wounds each don&#039;t expect five of them to last very long. When it comes to your doggos, it&#039;s quantity over quality. Summoning MSU Flesh Hounds to overwhelm your opponent can be very effective as a pincer maneuver.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd:&#039;&#039;&#039; Able to field many cheap units that can cover a lot of ground, Being able to Run and charge on the same turn. These qualities are best embodied by the Ungors which are the cheapest. Brayherd speed and expandability make them ideal for Throwing speed bumps at the opponent and Generating more Blood Tithe Points&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Gargant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster of Chaos:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nurgle Rotbringers:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness:&#039;&#039;&#039; Well, they do need to be mentioned. All of those charges bonuses are pure fun using Knights and Chariots, while the Warshrine can pray a blessing alongside its regular pray. Just remember that this is a MAN army, so no stupid Sorcerers allowed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos:&#039;&#039;&#039; Since you can mark all those generic Daemons, you can add some helpful stuff to your army. Furies may not be worth much, but a Soulgrinder is the sort of thing that makes opponents rethink their whole strategy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Everchosen:&#039;&#039;&#039; Because fuck you, I&#039;m Cheeos incarnate. Archaon is &#039;&#039;&#039;Daemon&#039;&#039;&#039;, &#039;&#039;&#039;Mortal&#039;&#039;&#039;, &#039;&#039;&#039;Khorne&#039;&#039;&#039;, &#039;&#039;&#039;Monster&#039;&#039;&#039;, &#039;&#039;&#039;Hero&#039;&#039;&#039;, &#039;&#039;&#039;Scientist&#039;&#039;&#039;, &#039;&#039;&#039;Philantropist&#039;&#039;&#039; and &#039;&#039;&#039;Playboy&#039;&#039;&#039;. He can benefit from any non-Bloodbound Allegiance Abilities for a Khorne army, alongside his Varanguard if he marks them. &#039;&#039;&#039;Bloodmarked Warband&#039;&#039;&#039; battalion says that its Allegiance is &#039;&#039;&#039;Everchosen&#039;&#039;&#039;, but a battalion can still be part of any allegiance that all its units have on their own warscrolls, so until FAQ&#039;d, you can use bonuses for them as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warherds:&#039;&#039;&#039; Using a Battalion: Bloodscorch Bulltribe - 3 starter boxes worth of models band together. All 9 Bullgors and 3 Ghorgons gain an additional wound, get marked as Khorne and gain the ability to re-roll all charge rolls. In and of itself, the 12 extra wounds and the charge re-rolls are an awesome bonus. However, the fact that the units are now marked as Khorne should not be overlooked either, as it means that they can be affected by Blades Of Khorne buffs, and those can be quite brutal. Throw a Bloodsecrator or a Bloodstoker in the mix.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Chaos Dorfs with artillery but not really Chaos Dorfs.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26812</id>
		<title>Age of Sigmar/Tactics/Destruction/Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Sons_of_Behemat&amp;diff=26812"/>
		<updated>2020-06-25T17:32:08Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=|Alliance=Destruction|Motto=}}&lt;br /&gt;
A whole new [[Age of Sigmar]] EXCLUSIVE-GARGANTS ([[giant]]s) army.&lt;br /&gt;
&lt;br /&gt;
The only thing we know so far is that it deploys regular Azzlegulers and three new, MASSIVE THICC BOIS, the biggest plastic GW kit so far, buidable from a single kit: Gatebreaker, Warstomper and Kraken-eater.&lt;br /&gt;
&lt;br /&gt;
GW say they can stare Archaon in the eye while he&#039;s on Dorghar, so yeah, they will be massive.&lt;br /&gt;
&lt;br /&gt;
One single of them can also join ANY faction as ally.&lt;br /&gt;
&lt;br /&gt;
===Why do you want to play them===&lt;br /&gt;
&#039;Cuz they are fucken [[Awesome|GIANTS]].  Chicks dig giant drunken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Low number army, high wound army.&lt;br /&gt;
* Painting them should be no problem in short time, plus, you can customize them as you want. Seriously, given how they are basically oversized [[fa/tg/uys]], you can paint them and put bits from other kits on them.&lt;br /&gt;
* Rending attacks everywhere.  &lt;br /&gt;
* They can be Allies with ANY faction, no matter the Alliance.&lt;br /&gt;
* Immune to bravery checks for being single model units.&lt;br /&gt;
* If you thought Nurgle was extra thicc...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Good luck transporting them.&lt;br /&gt;
* Everyone is a MONSTER, so good luck surviving specialist monster hunters.  Other Destruction factions, specially Bonesplitterz and Beastclaw Raiders, will be your bane.&lt;br /&gt;
&lt;br /&gt;
===Battleline (this is a given considering the implications of the army)===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Aleguzzler_Gargant.pdf Aleguzzler Gargant]:&#039;&#039;&#039; (160pts) Good ol&#039; Giant is here. If you roll a double when he charges, he is too drunk to do it and forces the two players to confront dice rolls in order to choose where he will fall down and deal D3 mortal wounds. Same thing when he dies. And when he piles up, you pick the closest enemy model, roll a dice and instantly kill it if the result is the double of that model&#039;s wounds. Said that, the giant is a incredibly cheap monster who can deal a ton of damage, with many weapons and one of them have a -3 rend (yes, the headbutt of a giant hit as hard as Ghal Maraz) if you can, put 2 of them as the Grugg Brothers, for re-roll 1 to hit for all their attacks.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38042</id>
		<title>Age of Sigmar/Tactics/Order/Sylvaneth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=38042"/>
		<updated>2020-06-25T17:30:03Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Why play Sylvaneth? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}&lt;br /&gt;
&lt;br /&gt;
==Why play Sylvaneth?==&lt;br /&gt;
So you like trees, nature, gardening and &amp;quot;Catch me if you can&amp;quot;? Well then, welcome to the Everqueen&#039;s glorious wooden host! Fleet of foot we spring from our forests, reaping our foes&#039; lives with Mortal Wounds, before vanishing back into the woods, leaving those still alive confused and broken. When it comes to hit and run, keeping multi-wound models alive and literally shaping the battlefield to our needs, none compare.  For we live between the Elite Armies of the Slaves to Darkness and the Ironjawz and Nighthaunt, our glades and copses are filled with singing dryads and solemn Kurnoth Hunters, ever watchful of the outsides and our enemies. For the Deepwood stirs...&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*New battletome for 2019 that replaces the four fixed one-drop army lists with a whole host of choices.&lt;br /&gt;
*We have a lot of new and glorious models, almost completely in plastic (just one finecast, which you &#039;&#039;will&#039;&#039; be needing... and even then you can kitbash one up from plastic models).&lt;br /&gt;
*Easily paintable chaff with Dryads. Which is useful as you&#039;ll be painting a lot of them.&lt;br /&gt;
*Almost everything we have is at least -1 Rend.&lt;br /&gt;
*We get around quickly. One of our Battleline moves 7&amp;quot;. Other stuff can teleport. If you like mobility and board control, we are one of the best choices to date.&lt;br /&gt;
*Just look at Alarielle model. Her buffs and damage output are almost as awesome as she looks.&lt;br /&gt;
*Massive Board Control if you can get those woods out.&lt;br /&gt;
*Kurnoth Hunters. Even by heavy infantry standard in AoS, absolute damage monsters. They will do a lot of heavy lifting.&lt;br /&gt;
*Great, often colourful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.&lt;br /&gt;
*Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu).&lt;br /&gt;
*I am Groot.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
*We are very bad to transport. Seriously it&#039;s a pain with all these small bits and twigs. Even foam packaged boxes hurt us. You&#039;ll want magnets and a big metal box.&lt;br /&gt;
*Limited defense against Mortal Wounds - just a single artefact on 5+ and a glade Command Ability on 6+.&lt;br /&gt;
*Those Citadel Woods have been replaced with newer models, but you&#039;re still going to be requiring a few sets of them, which is still going to be a significant investment and still be a pain to transport. Just not quite as bad as before.&lt;br /&gt;
*A reputation for being no fun to play against due to overly defensive turtling. That should be mitigated now, but opinions die hard.&lt;br /&gt;
*Spite Revenant hordes are super expensive in terms of cash.&lt;br /&gt;
*I am Groot.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Sylvaneth (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/08/40ad8aeb.pdf Sylvaneth Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
Armies with the {{AOSKeyword|SYLVANETH}} allegiance have the following abilities:&lt;br /&gt;
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*&#039;&#039;&#039;Awakened Wyldwoods&#039;&#039;&#039;: After territories have been determined but before armies are set up, set up ONE Awakened Wyldwood anywhere on the battlefield more than 1&amp;quot; from any other terrain feature, 1&amp;quot; from enemy territory, and more than 6&amp;quot; from any objectives. Soon in this article you will see why you can&#039;t really play Sylvaneth without them. &#039;&#039;2019 Differences: Distance changes.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Forest Spirits&#039;&#039;&#039;: You can set up a {{AOSKeyword|SYLVANETH}} unit aside for every unit deployed on the field. In any of your movement phases, you can deploy it on the battlefield. Units must be set up wholly within 6&amp;quot; of an Awakened Wyldwood and more than 9&amp;quot; from any enemy models. This is their move for that movement phase. Sylvaneth deep strike. Exploit it with Spirits of Durthu, melee Kurnoth Hunters, and their shared battalion, Free Spirits. [[Rocks fall, everyone dies|Trunks fall, everyone dies]]. &#039;&#039;2019 Differences: Distance changes.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Navigate Realmroots&#039;&#039;&#039;: Instead of moving in the movement phase, ONE {{AOSKeyword|SYLVANETH}} unit wholly within 6&amp;quot; of an Awakened Wyldwood can be moved to wholly within 6&amp;quot; of another, different, wood, and of course more than 9&amp;quot; from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit. &#039;&#039;2019 Differences: This used to be usable for multiple units a turn and the rolling after has gone. Definite nerf, but also simpler to use.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Places of Power&#039;&#039;&#039;: After territories are chosen but before armies are deployed, select one terrain feature (this could be an Awakened Wyldwood YOU deploy according to order of operations... might need an FAQ). Friendly Sylvaneth units wholly within 6&amp;quot; of said terrain feature do not take battleshock tests. Interesting buff, it lets you sort of pick a focal point of where you want to commit to battle, and then have your, say, 30 block of dryads get to ignore battleshock while holding up the enemy.&lt;br /&gt;
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==={{color|#01bbe3|Command Traits}}===&lt;br /&gt;
A general of an army with a {{AOSKeyword|SYLVANETH}} allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these):&lt;br /&gt;
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&#039;&#039;&#039;{{color|#01bbe3|Aspects Of War}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Dread Harvester&#039;&#039;&#039;: If you charged, you can reroll melee hit rolls.&lt;br /&gt;
#&#039;&#039;&#039;Gnarled Warrior&#039;&#039;&#039;:  Reroll saves of 1.  &#039;&#039;This used to be ignore rend unless it&#039;s -2 or better.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gift of Ghyran&#039;&#039;&#039;: Your general heals 1 wound at the start of each of your hero phases. &#039;&#039;This used to bump to D3 if near a wood.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Lord of Spites&#039;&#039;&#039;: Reroll all wound rolls of 1.  &#039;&#039;This used to be reroll first failed hit roll. So, that&#039;s better now.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Warsinger&#039;&#039;&#039;: +2 to any charge rolls made for friendly {{AOSKeyword|SYLVANETH}} units that are wholly within 12&amp;quot; of your general. Good choice for turning a spirit path walk into a charge on the same turn; essential for any alpha strike lists. &#039;&#039;Used to be +1 and within 10&amp;quot; (but not wholly).&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Wisdom of the Ancients&#039;&#039;&#039;: All friendly {{AOSKeyword|SYLVANETH}} units wholly within 12&amp;quot; of your general in the battleshock phase add 1 to their Bravery. Best near revenants, your most vulnerable to battleshock. &#039;&#039;Used to be within 10&amp;quot; (but not wholly).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Aspects Of Renewal}}&#039;&#039;&#039;&lt;br /&gt;
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{{AOSKeyword|Wizards}} only&lt;br /&gt;
#&#039;&#039;&#039;Arcane Bounty&#039;&#039;&#039;:  General knows 1 extra Deepwood spell.&lt;br /&gt;
#&#039;&#039;&#039;Mystic Regrowth&#039;&#039;&#039;:  If General successfully cast a spell, then heal D3 wounds at end of hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Voice Of Warding&#039;&#039;&#039;: General can unbind one extra spell per turn.&lt;br /&gt;
#&#039;&#039;&#039;Glade Lore&#039;&#039;&#039;: General gets +1 to casting rolls when wholly within 6&amp;quot; of a wood.&lt;br /&gt;
#&#039;&#039;&#039;Spellsinger&#039;&#039;&#039;: General gets +6 range of all spells. Consider using the balewind vortex to double this. &#039;&#039;2019 changes: This used to be the silverwood circlet.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Radiant Spirit&#039;&#039;&#039;: If affected by a spell/endless spell, roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect.&lt;br /&gt;
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==={{color|#01bbe3|Artefacts}}===&lt;br /&gt;
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One {{AOSKeyword|hero}} in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities, plus one {{AOSKeyword|hero}} for every battalion selected, can choose one Artefact from the lists below.&lt;br /&gt;
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&#039;&#039;&#039;{{color|#01bbe3|Weapons Of The Glades}}&#039;&#039;&#039;&lt;br /&gt;
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These affect a single melee weapon belonging to the bearer&lt;br /&gt;
#&#039;&#039;&#039;Daith&#039;s Reaper&#039;&#039;&#039;: Additional rend of 1.  &#039;&#039;Used to be on 6 get -4 rend. Much more useful now.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Greenwood Gladius&#039;&#039;&#039;: If the bearer charges, +2 attacks that turn.&lt;br /&gt;
#&#039;&#039;&#039;Autumns Ire&#039;&#039;&#039;: Re-roll hits and wounds of 1 as long as the bearer is wounded.&lt;br /&gt;
#&#039;&#039;&#039;Winnowstaff&#039;&#039;&#039;: Can re-roll all hits against enemies with Wounds of 1.&lt;br /&gt;
#&#039;&#039;&#039;Ancient Barkblade&#039;&#039;&#039;: +1 damage.&lt;br /&gt;
#&#039;&#039;&#039;The Darkest Bough&#039;&#039;&#039;: On an unmodified wound roll of 6, deals an additional D3 mortal wounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Boons Of The Everqueen}}&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;The Oaken Armour&#039;&#039;&#039;: Reroll saves of 1.  &#039;&#039;Used to be +1 to save rolls.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Briarsheath&#039;&#039;&#039;: -1 Hit penalty for anyone attacking the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Glamourweave&#039;&#039;&#039;: 5+ save-after-the-save (mortal wounds only). Great for a Spirit of Durthu tanking Wounds because he can use that to protect himself, and also the only thing in the army that ignores mortal wounds. &#039;&#039;Used to be only 6+.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Lashvines&#039;&#039;&#039;: For every non-negated wound from a melee weapon, on a 6 from a D6, the attacker takes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Silken Snares&#039;&#039;&#039;: Ignore rend of -1 from enemies.&lt;br /&gt;
#&#039;&#039;&#039;Nightbloom Garland&#039;&#039;&#039;: Unit is invisible to enemy units more than 12&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Verdant Treasures}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: The first time you lose your last wound roll a D6. On 2+ they come back to life with D3 wounds. Obviously best for a Branchwych/wraith, as a monster with D3 Wounds might as well be dead again. Especially useful on a Branchwych, as if she dies and comes back, she still counts as having taken wounds for the purposes of her bonus. &#039;&#039;Used to not require the dice roll.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Wraithstone&#039;&#039;&#039;: Subtract 1 from the Bravery of enemy units within 10&amp;quot; in the Battleshock Phase. Combine with Spite-Revenants for best results.&lt;br /&gt;
#&#039;&#039;&#039;Everdew Vial&#039;&#039;&#039;: +2 to run and charge rolls.&lt;br /&gt;
#&#039;&#039;&#039;Lifewreath&#039;&#039;&#039;: Roll a dice in hero phase, on 3+ all {{AOSKeyword|sylvaneth}} units wholly within 10&amp;quot; heal +D3 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Crown Of Fell Bowers&#039;&#039;&#039;: Pick an enemy within 6&amp;quot; at the start of the combat phase. All friendly {{AOSKeyword|sylvaneth}} can re-roll all wound rolls against them for that phase.&lt;br /&gt;
#&#039;&#039;&#039;Etherblossom&#039;&#039;&#039;: Bearer can fly. Durthu will love this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Relics Of Nature}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Wizards}} only.&lt;br /&gt;
#&#039;&#039;&#039;Acorn of the Ages&#039;&#039;&#039;: Set up a Wyldwood wholly within 12&amp;quot;, one-use only. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand. &#039;&#039;This used to be within 5&amp;quot; (not wholly).&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Spiritsong Stave&#039;&#039;&#039;: Additional spell cast per turn. Amazing!&lt;br /&gt;
#&#039;&#039;&#039;The Vesperal Gem&#039;&#039;&#039;: Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don&#039;t have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming.&lt;br /&gt;
#&#039;&#039;&#039;Luneth&#039;s Lamp&#039;&#039;&#039;: +2 unbinding/dispelling rolls for endless spells.&lt;br /&gt;
#&#039;&#039;&#039;Hagbane Spite&#039;&#039;&#039;:  If you successfully unbind a spell, the caster gets 1 mortal.&lt;br /&gt;
#&#039;&#039;&#039;Wychwood Glaive&#039;&#039;&#039;:  Pick a melee weapon, it gets +2 damage against wizards.&lt;br /&gt;
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==={{color|#01bbe3|Spell Lore}}===&lt;br /&gt;
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All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing, plus they can take a spell from the Deepwood Spell Lore.&lt;br /&gt;
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&#039;&#039;&#039;Verdant Blessing&#039;&#039;&#039; (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24&amp;quot;. As useful as the Wyldwoods are to you, this spell is pretty good. &#039;&#039;This used to be 18&amp;quot;, part of the Deepwood list, and was more or less auto include&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;{{color|#01bbe3|Deepwood Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
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Every &#039;&#039;&#039;WIZARD&#039;&#039;&#039; in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities can choose one of the following Spells:&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines&#039;&#039;&#039; (5+): Caster gets +2 to cast, but only as long as you don&#039;t move. &amp;lt;s&amp;gt;Amazing&amp;lt;/s&amp;gt; MUST TAKE for Allarielle and her three casts per turn, which allows her to summon woods on a 4+ and buff her Metamorphosis! Also a must take on a Branchwraith with stave to help her get the Dryads out more consistently. Note that RAW, this effect stacks! Take on a non moving multi caster and by mid game you won&#039;t be able to fail a cast and there will be no way to unbind you. &#039;&#039;This used to be +D3 to cast and unbind.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Regrowth&#039;&#039;&#039; (5+): Casting value 5. Heal D6 Wounds to a friendly, visible {{AOSKeyword|sylvaneth}} unit wholly within 18&amp;quot;. TAKE IT. I don&#039;t care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb. &#039;&#039;Used to also heal D3 on non-sylvaneth.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers Below&#039;&#039;&#039; (7+): Pick a unit within 10&amp;quot;, roll a  D6 for every model in the unit, every 6 deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It&#039;s good, with a potentially gigantic damage output, but unless used against units of 20+, Arcane Bolt will probably do more.&lt;br /&gt;
#&#039;&#039;&#039;Deadly Harvest&#039;&#039;&#039; (6+): Each enemy unit within 3&amp;quot; gets D3 mortals. Nice when you&#039;re stuck in melee, but only really good in combination with the Silverwood Circlet. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below. &#039;&#039;This used to be call The Reaping.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Verdurous Harmony&#039;&#039;&#039; (7+): A unit wholly within 18&amp;quot; regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without  bonuses. &#039;New spell! Is a variant of an old wargrove spell.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Treesong&#039;&#039;&#039; (7+): For one enemy unit within 16&amp;quot; and 6&amp;quot; of a wood, you get to re-roll melee hit and wound rolls of 1 against them. What? Very situational and high casting value. Avoid. &#039;&#039;Completely rewritten, used to move a wood 2D6.&#039;&#039;&lt;br /&gt;
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==={{color|#01bbe3|Endless Spells}}===&lt;br /&gt;
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Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can&#039;t be used by your opponent against you (other than moving them out of harms way).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]&#039;&#039;&#039; (30pts, CV 7, predatory 8&amp;quot;): Ancient protectors of the &amp;lt;s&amp;gt;[[Dune|spice]]&amp;lt;/s&amp;gt; realmroots.&lt;br /&gt;
**Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1&amp;quot; and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6&amp;quot; of where it ends up.&lt;br /&gt;
**Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]&#039;&#039;&#039; (40pts, CV 6, predatory 8&amp;quot;): Spooky tree&lt;br /&gt;
**Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}}  models that fail battleshock tests within 3&amp;quot;.&lt;br /&gt;
**Also does D3 mortal wounds to  non-{{AOSKeyword|SYLVANETH}}  units it passes across, boosted to D6 if said units are within 3&amp;quot; of an {{AOSKeyword|AWAKENED WYLDWOOD}}.&lt;br /&gt;
**If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]&#039;&#039;&#039; (50pts, CV 7): More of Drycha&#039;s little gribbles.&lt;br /&gt;
**Lets &#039;&#039;you&#039;&#039; (and only you) choose one of the following effects in &#039;&#039;every&#039;&#039; hero phase (including your opponents) each turn it&#039;s around: Roll a dice for each {{AOSKeyword|SYLVANETH}} unit wholly within 8&amp;quot;, on a 2+ &#039;&#039;either&#039;&#039; add 3&amp;quot; to normal moves and charge moves &#039;&#039;or&#039;&#039; roll re-roll saves of 1.&lt;br /&gt;
**Great spell, however be careful when using the move bonus that your models don&#039;t get out of range too quickly.&lt;br /&gt;
**Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat).&lt;br /&gt;
**The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.&lt;br /&gt;
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==Glades==&lt;br /&gt;
Every Sylvaneth army gets to optionally belong to a glade &#039;&#039;for free&#039;&#039;, which gives you an extra ability, command ability, fixes your General&#039;s command trait (you cannot choose from the Allegiance Abilities lists) and fixes your first artefact. &lt;br /&gt;
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The Core FAQ clarifies that if you take Alarielle/Drycha as your general and a Glade, you don&#039;t get the Glade&#039;s Command Trait.&lt;br /&gt;
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&#039;&#039;2019 Differences: These are named after the Wargroves from the old Battletome, but they&#039;re very different. Instead of being battalions, which restrict what units you take, they force you into a set of abilities/artefacts.&#039;&#039;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Dreadwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Malicious Tormentors&#039;&#039;&#039;: Spite Revs reroll hits of 1.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Sinister Ambush&#039;&#039;&#039;: Once per turn, take a unit within 18&amp;quot; of a Hero and replace them anywhere on the battlefield, &amp;gt;9&amp;quot; of enemy units.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Paragon Of Terror&#039;&#039;&#039;: Enemy units reroll successful battleshock tests when within 6&amp;quot; of your general.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Jewel Of Withering&#039;&#039;&#039;: -1 to melee wound rolls attacking the bearer.&lt;br /&gt;
&lt;br /&gt;
The spooky choice. Gives a reason to use lots of Spite-Revenants. The battleshock reroll jells nicely with the Spite&#039;s -1 bravery buff, and hit rerolls on top of their 3+ to hit should make them terrifying. The teleporting is only good for deep striking a single unit, but combine with wyldwood teleporting and you can also throw over a bunch of Treelords and a big unit of Dryads at the same time.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Gnarlroot&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Shield The Arcane&#039;&#039;&#039;: Units reroll hits of 1 when within 12&amp;quot; of friendly Gnarlroot Wizards.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;The Earth Defends&#039;&#039;&#039;: One unit within 12&amp;quot; of a hero negates wounds or mortal wounds on 6+ for that combat phase.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Nurtured By Magic&#039;&#039;&#039;: Once per turn, if your general successfully casts a spell, a unit wholly within 18&amp;quot; heals D3 wounds.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Chalice Of Nectar&#039;&#039;&#039;: Roll 3 dice when casting or unbinding and discard one of your choice.&lt;br /&gt;
&lt;br /&gt;
The magicy life choice. &lt;br /&gt;
*The ability to reroll 1s (for free) overlaps with the Arch-Revenant, so reasonable chance you already have that covered. But might be an excuse to drop Archie, freeing up 100 sweet points, or use both to further extend across your army (remember, Archie isn&#039;t a wizard).&lt;br /&gt;
*Command ability is best left for emergency damage limitation on a crucial unit that somehow got into melee, unless you&#039;re really good at rolling sixes and have lots of spare CPs.&lt;br /&gt;
*The Chalice, which means the bearer well may never fail a cast, sounds awesome at first glance, but it won&#039;t make you into a top-tier spellcaster. Your best wizard, Alarielle can&#039;t take artefacts (neither can Drycha), so that leaves a you with a Wraith, Wych or Ancient. With your artefact slot taken, the only way to boost your number of casts is to use the the Balewind Vortex on the edge of a wood with the Wraith or Wych, essentially giving you a branchwych bomb (see Branchwych section) or supercharging your Dryad summoner and making them a big target. Safest option is to use it by itself on your Wraith (hidden deep in a wood) to &#039;almost&#039; guarantee those Dryad summons.&lt;br /&gt;
**Vesperal Gem (which guarantees the cast, but with a small chance of mortals) is roughly equivalent to the Chalice without tying you to a glade. This can then be supplemented with Spellsinger (+6 range, which you can double by using the balewind vortex), or Winterleaf/Harvestboon/Dreadwood if you&#039;re taking a battalion.&lt;br /&gt;
*The trait, whilst great at keeping stuff alive, is limited the same way as the Chalice - Wych, Wraith or Ancient only. Great for keeping an Ancient alive and keeping the damage table topped up. Wraith is less than ideal as you ideally want her away from the action.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Heartwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Courage for Kurnoth&#039;&#039;&#039;: +1 Bravery wholly within 12&amp;quot; of heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Lord of the Hunt&#039;&#039;&#039;: [[Markerlight|Reroll melee hit and wound rolls of 1 against 1 enemy unit within 12&amp;quot; of a hero]].&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Legacy of Valour&#039;&#039;&#039;: If the general is slain, do D3 mortal wounds to an enemy unit within 1&amp;quot; on a 2+. On a 6, do D6 instead.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Horn of the Consort&#039;&#039;&#039;: Reroll hits for Kurnoth Hunters wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reliability choice. The CA overlaps with the Artefact as is a better version of the free one you get with Arch Revenant (now you get wound rolls too). Trait is an added bonus for any hero you &#039;&#039;expect&#039;&#039; to die on in melee somewhere - again, Durthu comes to mind. Those mortals could quite easily finish of that unit he just couldn&#039;t quite shift. Bravery boost is nothing to be sniffed at. Put the artefact on the Arch Revenant and have her babysit some Bows (with her +1 attacks and rerolls of 1), then as the battle shifts to meleem, run 18&amp;quot; (that plus two lots of 12&amp;quot; range is 42&amp;quot;) to the frontlines to boost your Swords and Scythes. Or throw on a Wych near the bows and put Archie at the front to benefit from both reroll abilities.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Harvestboon&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Vibrant Surge&#039;&#039;&#039;: Reroll melee hits of 1 after charging that turn.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Fertile Ground&#039;&#039;&#039;: A unit within 12&amp;quot; of the General gets +1 attacks to all melee weapons.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Seek New Fruit&#039;&#039;&#039;: After attacking, your General can move 6&amp;quot;, ending more than 3&amp;quot; from enemy units.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;The Silent Sickle&#039;&#039;&#039;: One melee weapon of the bearer gets +1 attacks.&lt;br /&gt;
&lt;br /&gt;
The Sparta General choice.&lt;br /&gt;
*To make decent use of the Command Trait, you&#039;re going to be taking Durthu (or maybe an Ancient on 1000pt games). Similarly, the Artefact is best used on Durthu (or Ancient). Problem is, the Trees are good at fluffing all their attacks, and if you&#039;ve already given them an artefact, then they can&#039;t also take Ghyrstrike. Instead, you&#039;ll be charging to get the +1 to hit.&lt;br /&gt;
*The Command Ability and Ability are both more-or-less covered with the Arch-Revenant. Either use this as a replacement for the Archie, or load both Command Abilities onto a single unit (assuming you&#039;ve been holding back the CPs) for +2. Use these on your Kurnoths or your already powered up Durthu. Damn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Ironbark&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Stubborn And Taciturn &#039;&#039;&#039;: Reroll battleshock tests when wholly within 12&amp;quot; of any heroes.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;: Pick one enemy unit that charges within 1&amp;quot;, roll a dice. On 2+ they get D3 mortals.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Mere Rainfall&#039;&#039;&#039;: Your General rerolls saves against missile weapons.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Ironbark Talisman&#039;&#039;&#039;: +1 for melee wound rolls.&lt;br /&gt;
&lt;br /&gt;
In addition, you get Dispossed and Fyreslayers as allies.&lt;br /&gt;
&lt;br /&gt;
The dwarven choice. Rainfall will probably just make your opponent target elsewhere (but you are forcing that choice upon them). Stand Firm is going to stop any small heroes from charging you.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Oakenbrow&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;:  &#039;&#039;&#039;Our Roots Run Deep&#039;&#039;&#039;: Subtract 2 from wounds taken by Treelords of all varieties when looking at the damage table.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Yield To None&#039;&#039;&#039;: Battleshock immunity wholly within 16&amp;quot; of a selected hero.&lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;Regal Old-growth&#039;&#039;&#039;: +1 wound.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Dawnflask&#039;&#039;&#039;: 6+ save against wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Treelord choice. With all the point reductions to Treelords this sounds like a good idea, but with how terrible the bonuses are, you should probably just use a better Grove.  The ability is going to keep Durthu&#039;s sword at full strength for twice as long (Up to 4 wounds taken, instead of 2) - but sadly the trait doesn&#039;t stack here.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Winterleaf&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ability&#039;&#039;: &#039;&#039;&#039;Winter&#039;s Bite&#039;&#039;&#039;: For &#039;&#039;all your units&#039;&#039;, unmodified melee hit rolls of 6 score 2 hits.&lt;br /&gt;
*&#039;&#039;Command Ability&#039;&#039;: &#039;&#039;&#039;Branch Blizzard&#039;&#039;&#039;: Extra 12&amp;quot; shooting attack. Roll a dice for each model in target unit, each 6+ is one mortal. &lt;br /&gt;
*&#039;&#039;Command Trait&#039;&#039;: &#039;&#039;&#039;My Heart Is Ice&#039;&#039;&#039;: Every melee wound inflicted on your general, roll a dice, on a 5+ the attacker gets one mortal.&lt;br /&gt;
*&#039;&#039;Artefact&#039;&#039;: &#039;&#039;&#039;Frozen Kernel&#039;&#039;&#039;: Once per game at the start of the combat phase, 1 friendly WINTERLEAF unit wholly with 18&amp;quot; of the bearer can pile in and attack twice. It does the second pile in and attack right after the first time it attacks, and only if it is still within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
The obvious choice. &lt;br /&gt;
*The ability exploding sixes is super deadly. The math works out as more or less the same as +1 to hit. And this is &#039;&#039;across your whole army!&#039;&#039; &lt;br /&gt;
*The general&#039;s feedback on 5+&#039;s in melee can also be super deadly. Can also help keep your guy alive - on a straight Behemoth vs Behemoth fight, those 5+&#039;s will weaken your opponents attacks as it drops down its damage table.&lt;br /&gt;
*Regardless of how you play it, the Kernel is always super deadly. But it needs a bit of finesse to ensure you pick the best moment to use it - given that you choose at the start of the phase when to use it, it&#039;s very easy to super power something that didn&#039;t need it. Make sure to use it before your general is killed too.&lt;br /&gt;
*The shooting attack isn&#039;t quite so super deadly as everything else, but who cares when you have everything else above. Mostly only of use against hordes and if you&#039;ve got plenty of spare CPs (which you won&#039;t).&lt;br /&gt;
*If you&#039;re unsure what to take, unsure of how to play Sylvaneth and just want to throw everything into combat then just take Winterleaf. Simple. Super deadly.&lt;br /&gt;
*On 1000pt games, where you can only really squeeze in a single big guy, and you really want to take Drycha, then Winterleaf is still useful. Simply make Archie/Wraith/Wych your general. Sure, the Command Trait is wasted, but the Ability and Artefact are still really good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
==={{color|#dda16f|Named Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Sylvaneth_Alarielle_ENG.pdf Alarielle the Everqueen]:&#039;&#039;&#039; (600pts). As expected from the next big over-the-top God model, Alarielle is downright terrifying. Specifics? Sure.&lt;br /&gt;
**The lady has a massive pool of 16 Wounds with a 3+ Save and yet she still rocks a 16&amp;quot; Flying Move stat.&lt;br /&gt;
**She can heal a Sylvaneth models around her for D3 each turn.&lt;br /&gt;
** She also has a strong throwing spear with massive 30&amp;quot; range and the beetle hits harder than anything else in the game. It&#039;s so damn strong it damages people standing nearby if it charges and has five damage 5(!) attacks. And her other weapon is basically the Massive Impaling Talon, but supercharged and with 4 attacks and any hit rolls of 6 score D3 mortal wounds.&lt;br /&gt;
**Like Nagash, Archaon and Morathi, she is not really something you compare to normal models. She&#039;s too powerful for that. She&#039;s simply something you try to survive.&lt;br /&gt;
**Three casts per turn. Use them to cast Malign Sorcery endless spells and consider giving her the Throne of Vines spell.&lt;br /&gt;
**She gets a one shot unblockable summon of a Treelord (regular), 3x Kurnoths, 20x Dryads, 10x Tree- or Spite-Revenants or, umm, a single Branchwych. This effectively dropping her cost by ~200 points, and you get to decide which unit to spend those ~200 points on during the game. Remember, you&#039;ve probably already got your Dryad summoning covered by the Branchwraiths.&lt;br /&gt;
**Back down to 600 points (as per FAQ). If you think you can keep her alive, then she&#039;s now a good pick.&lt;br /&gt;
**Her spell Metamorphosis (7+), you roll as many dice as the casting roll, and each 4+ deals a mortal to a unit within 16&amp;quot;. If that kills the enemy, then you can place a wood there.&lt;br /&gt;
**&#039;&#039;2019 Differences: Talon no longer auto kills, instead dealing Mortal Wounds, and the spell Metamorphosis is more expensive. However, Battering Ram is now based on the model rather than a terrain piece, but only effects enemy units and Ghyran&#039;s Wrath can be used every time (for a CP).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Drycha_Hamadreth_ENG.pdf Drycha Hamadreth]:&#039;&#039;&#039; (320pts). Drycha is back and more pissed off than ever.&lt;br /&gt;
**Now if an unmodified hit roll from Flitterfuries or Squirmlings is a 6, it&#039;s a mortal wound instead of going through the attack sequence.&lt;br /&gt;
**Flitterfuries are an 18&amp;quot; shooting attack with 10 attacks single damage, rend -1. Meanwhile Squirmlings are 2&amp;quot; melee attack, also with 10 attacks single damage, but not rend. At the start of each battle round, you can choose what mood she&#039;s in, and as a result one of these attack doubles to 20!&lt;br /&gt;
**In addition, her talons give another 6 attacks at damage 2, rend -2. This lady is a beast!&lt;br /&gt;
**She&#039;s also excessively fast with a 9&amp;quot; Move that is not weakened by her damage table.&lt;br /&gt;
**Her spell (6+) scores D3 damage to every unit within 10&amp;quot; based on a roll against the unit&#039;s bravery. This ends up being difficult to score damage against high bravery armies such as Death. This spell combos up with her relationship to Spite-Revenants though. The Spites lower enemy Bravery in order to power her damage-off-of-Bravery spell whereas she grants them better To Wound rolls.&lt;br /&gt;
**&#039;&#039;2019 Differences: She&#039;s gone up from 280 points. For that you get both Flitterfuries and Squirmlings, which now have normal attack profiles instead of mortals, but the slendervines attack has gone. You get to choose her mood, instead of rolling, but it&#039;s effect isn&#039;t quite as good. The spell is simplified, both reducing its max damage, but making it more likely do damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari]:&#039;&#039;&#039; (180pts, with Guardians) Shadespire Hero takes root in AOS.&lt;br /&gt;
**Requires you to bring Ylthari&#039;s Guardians along with.&lt;br /&gt;
**Similar to a Branchwych with a bit more melee power and is labelled a {{AOSKeyword|thornwych}}.&lt;br /&gt;
**Re-rolls wound rolls of 1.&lt;br /&gt;
**Her spell (6+) is a supercharged arcane bolt, giving you an average of 2 mortals per cast.&lt;br /&gt;
**Might be best leaving her for Shadespire. You&#039;re paying 20 points more for her and the Guardian&#039;s than you would for a Branchwych and 5 Tree Revenants and not really gaining much in return.&lt;br /&gt;
**Labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from glade bonus. Which makes her now even more useless than before.&lt;br /&gt;
**&#039;&#039;2019 Differences: New for 2019!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Generic Leaders}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwraith_ENG.pdf Branchwraith]:&#039;&#039;&#039; (80pts) Essential summoning support&lt;br /&gt;
**As a Hero she sports a very meh stat wheel with the exception of her above average movement speed (7&amp;quot;). Her melee will offer only token resistance to opponents, big surprise, she&#039;s a Wizard after all, but when in a wood, she gets -1 to hits made against her, which helps. Although you shouldn&#039;t really ever be getting her into combat, she should ideally spend her life hidden in woods, teleporting between them.&lt;br /&gt;
**That summoning though allows you to summon 10 Dryads &#039;&#039;every turn&#039;&#039;. Game breaking? Well, not quite. Firstly you need to successfully cast and not get unbound; secondly said Dryads need placing in a wyldwood more than 9&amp;quot; from an enemy. You basically have to put a forest in your backfield and just use it to churn out dryads, then teleport them where you need them to go. You could be looking at 2-3 movement phases before they can charge anything. If you have any sense you will keep this crazy looking plant lady in your starting Wyldwood (making the lady harder to hit, plus raising her Save like normal cover) or behind your Wyldwood keeping her out of unbind range (30&amp;quot;).&lt;br /&gt;
**Consider giving your wraith anything that bumps the spell cast (7+, 58.3% chance) to try and guarantee a whole 100pts of Dryads every turn. Take the Stave for an additional cast plus the Throne spell; cast throne (5+, 83.3% chance) then summon at 5+ (again, 83.3% chance). Turn two, another throne cast and you are down to needing 3+. Keep going and you&#039;re more or less guaranteed that cast, plus it&#039;ll be impossible to unbind. Plus in later turns also gives you the bonus of a cheeky bolt/shield/harmony cast. If you really don&#039;t want to use up that artefact slot then another option is taking a battalion and Gnarlroot - the chalice gives her 3 dice, discarding 1, giving you a 74.5% chance.&lt;br /&gt;
**Consider taking two Branchwraiths. Use the second one for verdant blessing wood summonings. If the Dryad summoning wraith dies, you have a spare one. Now you can afford to be a little riskier and put one in a wood near the front lines to get those new Dyrads into combat quicker, or get those woods out further. And if that&#039;s convinced you, then maybe you want to consider a third Branchwraith. Arm them with an array of Deepwood spells and you should always have something useful to cast, especially given turn 5 (or even 4) it might not be useful to summon more bodies that you won&#039;t get into combat. This is probably overboard.&lt;br /&gt;
**&#039;&#039;2019 Differences: Just some distances changing to wholly within.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwych_ENG.pdf Branchwych]:&#039;&#039;&#039; (80pts) Aggressive support wizard.&lt;br /&gt;
**Same meh stat wheel as the Branchwraith, but with slightly better melee.&lt;br /&gt;
**As long as she&#039;s taken at least one wound in damage, she gets 2 extra attacks on her scythe.&lt;br /&gt;
**Her spell Unleash Spites (5+) is a damaging pulse effecting all enemy units within 9&amp;quot;. It works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you&#039;ll expect 1.11 mortal wounds per unit.&lt;br /&gt;
**In Skirmish, the pulse is extremely broken, as &#039;&#039;every&#039;&#039; model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a &#039;&#039;minimum&#039;&#039; of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn&#039;t allow you to take any of the good stuff, and you&#039;ve got a game winning massacre. Sadly that pulse is the only thing we&#039;ve got going for ourselves in Skirmish.&lt;br /&gt;
**The oft whispered about &#039;&#039;Branchwych Bomb&#039;&#039; involves sticking her on a Balewind Vortex inside a mid to frontline wood, giving her Deadly Harvest, Spellsinger, and using whatever casting bonuses you can get hold of. Then sit back and cast both spells, spamming mortals out in 21&amp;quot; and 15&amp;quot; bubbles. In practice you&#039;re tying up far too much to get this off reliably. Just don&#039;t run crying when your 5 wound guy gets wiped out pronto after one round of this. Clearly hilarious if you can get it to work.&lt;br /&gt;
***It&#039;s possible to invest even more into this strategy by adding an Umbral Spellportal, but even that doesn&#039;t make it worthwhile.&lt;br /&gt;
**Difficult to recommend her when you can get a spare Dryad summoning Branchwraith for the same cost, and give her Dwellers Below which isn&#039;t that much worse than Unleash Spites.&lt;br /&gt;
**&#039;&#039;2019 Differences: scythe attacks bonus is better as it is now whilst damaged, instead of just that turn. Also some distances changing to wholly within.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spirit_of_Durthu_ENG.pdf Spirit of Durthu]:&#039;&#039;&#039; (300pts) This is &amp;lt;s&amp;gt; SPARTAAAAA&amp;lt;/s&amp;gt; *ahem* supercharged Treelord.&lt;br /&gt;
**The Spirit of Durthu is an absolute damage monster, with extremely powerful shooting, terrifying melee and all the standard tricks of the vanilla Treelord.&lt;br /&gt;
**NOT a named character (and therefore not reduced to 0-1 in Matched Play, etc etc), but very expensive.&lt;br /&gt;
**A shooting attack that is basically the vanilla Treelord&#039;s Strangleroots on steroids, with higher range, more shots and higher damage per shot.&lt;br /&gt;
**His sword is just about as terrifying as it looks, with constant damage 6 so long as he stays in good health and 2 bonus attacks for being near a wood.&lt;br /&gt;
**You really need those big melee attacks to actually hit. So have consider having your Sylvaneth be from Ghyran, and give your Spirit of Durthu the Ghyrstrike Relic. 3 attacks (plus 2 if near a wyldwood), 2+ to hit, 2+ to wound, 6 damage. Holy good fuck.&lt;br /&gt;
**That damage table is a killer for him. Just two wounds and he goes from 6 to D6 damage. Do the math, and a block of Kurnoth&#039;s will output a lower higher end, but similar average output and degrade slower. &lt;br /&gt;
**He also adds 1 to the Bravery of friendly Sylvaneth.&lt;br /&gt;
**Now only 300 points since the FAQ. Maybe we&#039;ll start seeing him in lists again.&lt;br /&gt;
**&#039;&#039;2019 Differences: Other than the stuff copied across from the Vanilla Treelord, he loses the damaging shooting supercharge and the ability to take wounds from others (not that either were used much). The bonus for being near a wood is a fixed 2 attacks instead of D3. So, no practical changes, but he has gone down from 380 points! Drycha and Durthu are almost level pegging, and make for a scary combo.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_Ancient_ENG.pdf Treelord Ancient]:&#039;&#039;&#039; (260pts). The swiss army knife Treelord&lt;br /&gt;
**If Durthu is a supercharged Treelord, then this is the slightly weaker but more useful version. He retains all the abilities and powers of the vanilla.&lt;br /&gt;
**Compare to a Vanilla Treelord, this guy has 1&amp;quot; less movement and 1 less attack on its Sweeping Blows. This doesn&#039;t seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 3 to its Bravery, 18&amp;quot; range on its strangle roots, gains a command ability and becoming a freakin&#039; wizard!&lt;br /&gt;
**His unique spell will do D3 damage to any enemy units on or around your woods. It&#039;s either a great deterrent to entering your woods or a great punishment if the opponent was dumb enough to actually do it.&lt;br /&gt;
**Once per battle he can unconditionally summon a new wood. This makes him an almost must take if you want a &#039;&#039;guaranteed&#039;&#039; second wood out on your first turn. Note this is once per game, not once per Ancient per game. Wholly within 18&amp;quot; is not that long a range, so if you&#039;re dropping turn one (before you&#039;ve moved anything) you&#039;re not going to be using it for backline deep striking. However, If you teleport the Ancient to the wood, then next turn a 24&amp;quot; verdant blessing wood should give you all the range you need. &lt;br /&gt;
**Has a Command Ability that lets all the Sylvaneth around him reroll saves of 1s.&lt;br /&gt;
**He&#039;s got a lot of stuff going on. And now at 260 points maybe he&#039;s decent value, &#039;&#039;if&#039;&#039; you use everything he has to offer. Possibly works best in 1000pt lists where you&#039;ve got less room other stuff.&lt;br /&gt;
**&#039;&#039;2019 Differences: Other than the stuff copied across from the Vanilla Treelord, the wood summons is just once unconditionally instead of on a 4+, and some distances changing to wholly within.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Arch_Revenant_ENG.pdf Arch-Revenant]:&#039;&#039;&#039; (100pts) A newbie in the Sylvaneth ranks, added with the Looncurse battlebox.&lt;br /&gt;
**Is very fast, with a move of 12&amp;quot; and an ability to fly until she loses her mount (see below).&lt;br /&gt;
**Has the best non-Behemoth Hero melee in Sylvaneth (which doesn&#039;t say much): three 2&amp;quot; 3+/3+/-2 Dmg 2 attacks with her glave and a single 4+/3+ Dmg D3 attack with her mount.&lt;br /&gt;
**Slightly more survivable than a Branchwych, with five wounds, a 4+ save and an ability to sacrifice her mount to negate one allocated normal or mortal wound.&lt;br /&gt;
**Has a shield for either defensive or offensive use: at the start of the combat phase you may chose to use it to re-roll either save rolls or hit rolls of 1.&lt;br /&gt;
**Automatically buffs Kurnoth Hunters within 12&amp;quot; of herself, allowing them to re-roll hit rolls of 1 (both melee and shooting).&lt;br /&gt;
**Has a great command ability, adding 1 attack to each model&#039;s weapon in a unit within 9&amp;quot; (12&amp;quot; if the Arch-Revenant is your General). Combine this ability with alpha-striking unit of Tree-Revenants, or buff the hell out of Kurnoth Sword/Scythes - either way, it&#039;ll really hurt your opponent. Only works in the melee phase, so no buffing Kurnoth bows.&lt;br /&gt;
**&#039;&#039;2019 Differences: New for 2019!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Battleline}}===&lt;br /&gt;
&#039;&#039;Unconditional battleline&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Dryads_ENG.pdf Dryads]:&#039;&#039;&#039; (100/270pts, min 10, max 30) Your rank and file angry trees. These ladies are thankfully quite versatile and so can be used for a variety of situations.&lt;br /&gt;
**At first glance the ladies don&#039;t look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 10+ they gain +1 Save, they hit on 3+ in your combat phase and they also have 2&amp;quot; range on their attacks, letting them fight in thick, two-row hedges. They also profit from being near a wood (-1 to hits against them), this is in addition to +1 save for being in cover.  They are also very fast at 7&amp;quot;. Keep them in big units as the Save-bonus and the 2&amp;quot; range heavily reward you for doing so.&lt;br /&gt;
**You can abuse their buffed save rolls by adding a unit of Sisters of the Thorn so you can reroll failed saves (which also deals a mortal on 6), so a large unit in a wood now has 3+ with reroll. For chaff, that&#039;s pretty damn good. However, those Sisters are going to cost you a fair bit in return.&lt;br /&gt;
**Remember to bring at least an additional 20 of these for the Branchwraith to summon. Unless you plan on playing super defensive, you won&#039;t need more than 30 spare.&lt;br /&gt;
**&#039;&#039;2019 Differences: Wholly within measuring means no more daisy chains across the board. However, the large unit bonus is now 10 instead of 12. With all the other changes going on, pure Dryad spamming is probably no longer our strongest build.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battleline in {{AOSKeyword|SYLVANETH}}&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Tree_Revenants_ENG.pdf Tree-Revenants]:&#039;&#039;&#039; (80/420pts, min 5, max 30) Troops for tricksy players - not your mainline infantry.&lt;br /&gt;
**At first glance look disappointing, with basically the same stat-wheel as Dryads but lower Move. Now here&#039;s where it gets good.... &lt;br /&gt;
**They have Rend in melee, unlike the Drayds.&lt;br /&gt;
**They have the coolest rerolls in the game, getting to reroll 1 dice per &#039;&#039;phase&#039;&#039;. So this seems wonky in melee, doesn&#039;t it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture.&lt;br /&gt;
**The standards allow them to pile in 6&amp;quot; which lets them get more attacks in.&lt;br /&gt;
**Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them &#039;&#039;&#039;anywhere&#039;&#039;&#039; on the table more than 9&amp;quot; from enemy units. &lt;br /&gt;
**Leader either gets two additional attacks or +1 damage. &lt;br /&gt;
**Do &#039;&#039;not&#039;&#039; use these guys as as you would Dryads. They aren&#039;t particularly killy, they will die quickly if attacked first and their kit is way too expensive to use lots of them. They are for board control:&lt;br /&gt;
***Charge blockers. Save until your opponent gets ready to charge a very killy unit they want to get into combat asap, then teleport a wall of Revenants in front. Revenants will die instantly in the following combat, but it&#039;ll free up your more important units.&lt;br /&gt;
***Back line threatening. Your opponent can no longer keep those war machines, Jezzails and Poisoned Wind Mortars unguarded. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9&amp;quot; charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it. A good rule of thumb is to use 2 units of minimum size. That way, it&#039;s very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked.&lt;br /&gt;
***Objective taking. Without any Revenants, your opponent might decide to leave a captured objective unguarded. With Revenants either you can teleport and grab the objective or they&#039;ll be wise to this and need to keep a unit tied up - one big enough to survive a teleport and charge strike.&lt;br /&gt;
**&#039;&#039;2019 Differences: Teleporting is now anywhere instead of near a wood or table edge. It&#039;s a small change, but a good one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spite_Revenants_ENG.pdf Spite-Revenants]:&#039;&#039;&#039; (60/200pts, min 5, max 20) Less tricksy, more creepy Tree-Revenants.&lt;br /&gt;
**No rend and single damage, but 3 attacks at +3/+3 each!&lt;br /&gt;
**They also exist to muck around with enemy Bravery. They flat reduce the Bravery of enemies around them, which combos well with Drycha&#039;s unique spell. Plus they force them to reroll passed battleshock tests. Even Death armies can end up with some battleshock losses.&lt;br /&gt;
**1&amp;quot; range means it&#039;ll be tricky getting all 61 attacks of a 20 model unit fully into combat.&lt;br /&gt;
**Your glass cannon battleline: Hits really hard, dies really quickly. Use Dryads for staying power.&lt;br /&gt;
**200 points for 20 of these is the same as Dryads! Against bad save hordes these guys might be the superior option. Sadly, it&#039;ll hurt your wallet a lot more - £90 for 20 vs £31.25 for the same in Dryads (add in your own local currency multiplier).&lt;br /&gt;
**&#039;&#039;2019 Differences: 10 points drop, the scenery rule is switched for the rerolling battleshock, and attacks are up from +4/+4 to +3/+3, that&#039;s a huge boost! Finally these are a valid battleline option. GW must really want people to start playing these guys.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{color|#dda16f|Other Troops}}===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatswords_ENG.pdf Kurnoth Hunters With Kurnoth Greatswords]:&#039;&#039;&#039; (200pts, min 3, max 12) The ultimate wooden killing machine.&lt;br /&gt;
**Incredible. Each of these guys is basically a minor Hero at 5 Wounds and a 4+ Save.&lt;br /&gt;
**The sword tosses out 4 attacks at -1 Rend and damage 2. And deals an additional mortal wounds on wound rolls of 6.&lt;br /&gt;
**When melee attacking, if they don&#039;t need to move (other than 1&amp;quot; pile in), they can gain the ability to re-roll saves. &lt;br /&gt;
***Since the warscroll only says at the start of the charge phase but doesn&#039;t specify whose, they can technically charge and pile in normally in your charge phase and then use Tanglethorn Thicket in your opponent&#039;s if you went first.&lt;br /&gt;
**At the end of combat you deal mortal wounds on a 4+ for each model in your unit&lt;br /&gt;
**They also channel Command Abilities. When you use a Command ability, any unit wholly within 12&amp;quot; of a Kunroth is also counted as being in range of the casting hero.&lt;br /&gt;
**GW has switched the points for these up and down over the years. Hopefully they&#039;ll be staying at a perfectly respectable and reasonable 200 points from now on.&lt;br /&gt;
**Consider pretending you&#039;re playing 40K and magnetise the arms for different weapon loadouts below. If you fix the weapons on one unit then you&#039;ll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.&lt;br /&gt;
**These guys are crazy good now, especially if you take them in Winterleaf. Stick an Arch-Revenant next to a unit, send into something big, and watch it go **POOF**. Pop command ability for 10 attacks hitting on 3+, 5 attacks on 2+, reroll 1&#039;s to hit, with 6&#039;s causing mortal wounds AND extra attacks?! All wounding on 3&#039;s with their -1 rend and flat 2 damage (Bonus points for using the Frozen Kernel so they can do it again. Even Nagash will tremble in terror.)&lt;br /&gt;
**&#039;&#039;2019 Differences: Other than the warscroll split, failed saves confusion has been fixed, some range changes, improvement to the end of combat damage. Plus swords get an extra mortal. Even stronger than before. With the mortal wounds buff, better than scythes against everything, though with 1&amp;quot; less range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Scythes_ENG.pdf Kurnoth Hunters With Kurnoth Scythes]:&#039;&#039;&#039; (200pts, min 3, max 12)&lt;br /&gt;
**Same as above, but with longer weapon range of the scythes, which tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage against 2+ saves, break even against 3+ and the swords win against everything else. But that&#039;s before taking into account the mortal wounds on 6 the Swords deal out (which the scythes don&#039;t get).&lt;br /&gt;
**In general the swords are your better option (especially given how rare 2+ and even 3+ saves are in AoS).&lt;br /&gt;
**However, the scythes have 2&amp;quot; reach. You&#039;ll want this for units of 6 or more to get them all into combat or if you want to place a screen of Dryads (preferably on the edge of a woods) or Revenants in front and attack through them. Tricksier players will go for the scythes.&lt;br /&gt;
**&#039;&#039;2019 Differences: Same as the swords variant, except for no new additional weapon damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatbows_ENG.pdf Kurnoth Hunters With Kurnoth Greatbows]:&#039;&#039;&#039; (200pts, min 3, max 12) &lt;br /&gt;
**Same as above, but now with ranged weapons.&lt;br /&gt;
**A stunning 30&amp;quot; range, two shots per model and D3 damage per shot, these guys are basically artillery.&lt;br /&gt;
**You also get the adorable Quiverlings who do the melee fighting for them, being very non-threatening, but remember, these guys are tough as nails and you can shoot into melee. Does a lot less damage overall than melee weapons, and you can only shoot during your turn (unlike melee, effectively halving the potential damage done per game), but that range means you won&#039;t be getting attacked back. &amp;lt;i&amp;gt;How dare they!  The Quiverlings are no longer the source of their melee damage!  Somehow, the giant tree people have learned to punch things of their own accord now&amp;lt;/i&amp;gt;&lt;br /&gt;
**Take into account our woods block line of sight (so no camping in woods) and Look Out Sir means you should probably avoid sniping guarded heroes.&lt;br /&gt;
**Bows were the best option in original AOS, no longer so essential in AOS2.&lt;br /&gt;
**&#039;&#039;2019 Differences: Same as the swords variant, except for no new additional weapon damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari’s Guardians]:&#039;&#039;&#039; (Free with Ylthari) Shadespire Tree Revenants without the good stuff.&lt;br /&gt;
**Can only be taken along with Ylthari.&lt;br /&gt;
**Tree Revenants without a musician or banner, so you loose the pile in and teleport abilities.&lt;br /&gt;
**In return you get three different weapon profiles (sword, glaive, bow), which are upgrades on the Tree Revenants.&lt;br /&gt;
**Plus on a D6 3+ you get to attack first, which is going to make them a lot less fragile than standard Tree Revenants.&lt;br /&gt;
**You also lose the Tree Revs reroll any dice per phase, but you can reroll wounds of 1.&lt;br /&gt;
**Labelled {{AOSKeyword|tree revenant}}, but Ylthari isn&#039;t. As written means you can include them in Tree Revenant battalion requirements, even though you still have to bring along Ylthari who wouldn&#039;t then be in the battalion. Needs an FAQ to confirm.&lt;br /&gt;
**Rules as Written their Martial Memories ability will cause themselves and ANY other Tree-Revenant unit within 3&amp;quot; of enemy units to fight first, on a 3+, in the combat phase. This needs playtesting to see if it&#039;s worth the points, but in theory it sounds almost too good to be true. You&#039;d bring Ylthari&#039;s Guardians to turn your decent Tree-Revenants into better than Dryad melee blenders.  &amp;lt;i&amp;gt;Yeah, that&#039;s gone as of the battletome.  Now Martial Memories is the same as the ability on the Tree-Revenants.&amp;lt;/i&amp;gt;&lt;br /&gt;
**&#039;&#039;2019 Differences: New for 2019!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_skaeths_wild_hunt_en.pdf Skaeth’s Wild Hunt]:&#039;&#039;&#039; (120pts, min/max 5) Straight outa Beatsgrave&lt;br /&gt;
**5 unique models with ok melee (max damage of six wounds with all models) and a little bit of shooting (a single close range and single far range attack)&lt;br /&gt;
**One wound each, but the leader gets one extra. And the one of them is a Wizard.&lt;br /&gt;
**Might be easier to just think of these guys as a 120pt six wound wizard with a behemoth damage table. Remember, each model killed results in fewer attacks/abilities. Just make sure you remove the models you most care about last.&lt;br /&gt;
**Spell (CV 7), as long as the model lives, gives you +1 to wounds rolls on a nearby unit, which is neat. Especially given that&#039;s something not covered elsewhere in the faction. Sadly it&#039;s a fairly high casting value.&lt;br /&gt;
**They can still charge and shoot after running, not that you&#039;ll be charging them much.&lt;br /&gt;
**Unique and not a hero.&lt;br /&gt;
**Really, the +1 wounds spell to work alongside your other buffs is the reason you&#039;ll be taking these guys. In an either/or choice, the Arch Revenant is 20pts cheaper and better, and the wych/wraiths are 50% cheaper if you just want a wizard.&lt;br /&gt;
**Like Ylthari, labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from the glade bonus. Which makes them now even more useless than before.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Behemoths&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_ENG.pdf Treelord]:&#039;&#039;&#039; (180pts) &#039;&#039;The&#039;&#039; Walking Tree. (aka Groot)&lt;br /&gt;
**[[DISTRACTION CARNIFEX]] with appropriate stats to match.&lt;br /&gt;
**At the start of combat he can stomp and on a 4+ cause one enemy unit to fight at the end of combat.&lt;br /&gt;
**You get a single attack at rend -2, and on a 6 it goes from 1 damage to D6 mortal wounds.&lt;br /&gt;
**Instead of moving, if close to a wood, he can teleport to another wood, more than 9&amp;quot; from enemies. This is in addition to the single unit that can do the same using the allegiance ability. Deep Strike!&lt;br /&gt;
**And they can also shoot, which is decent, not much worse than a unit of Bow Kurnoths.&lt;br /&gt;
**It should be remembered that these guys class as monsters and carry all the baggage that comes with that (You know declining stats, Large model, everyone wants to shoot it. that sort of thing), its still a pretty kickass unit.&lt;br /&gt;
**Everything this guy can do, Durthu and the Ancient can do, and more. But you&#039;re paying appropriately for them.&lt;br /&gt;
**This guy rarely sees usage. He&#039;s not a bad choice, it&#039;s just Kurnoth&#039;s, at only 20 points more, are a better choice. And if you really want him, the Ancient and Durthu give you more.&lt;br /&gt;
**&#039;&#039;2019 Differences: Stomp has changed from causing -1 to hits against, impale has been simplified. And down from 240 points!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#dda16f;&amp;quot;&amp;gt;Scenery&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Awakened_Wyldwood_ENG.pdf Awakened Wyldwood]:&#039;&#039;&#039; Trees everywhere.&lt;br /&gt;
**New models!&lt;br /&gt;
**An Awakened Wyldwood consists of 3-6 citadel woods arranged to form a circle. Everything inside is treated as woods.&lt;br /&gt;
**A Citadel wood is a single tree with a bit of base. They come in packs of three, which when formed into a circle are roughly the same size as the old dinner plate model.&lt;br /&gt;
**FAQ states you can use one old citadel wood model as one awakened wood terrain piece. Given that one old wood is roughly the same size of 3 new woods, you&#039;re at a disadvantage using them.&lt;br /&gt;
**Line of sight blockers, so no camping your shooters in woods.&lt;br /&gt;
**If a wizard casts a spell near a wood, then all nearby non-Sylvaneth get D3 mortals on a 5+.&lt;br /&gt;
**At the end of the charge phase, all nearby non-Sylvaneth get D3 mortals on a 6.&lt;br /&gt;
**Remember those damages hurt your allies and your ally in doubles games.&lt;br /&gt;
**All Treelords and one other unit per turn can teleport between two of these instead of moving.&lt;br /&gt;
**Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood.&lt;br /&gt;
**As per the allegiance ability, you can place one of these at the start of the game. The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room).&lt;br /&gt;
**Your first wood needs to be more than 6&amp;quot; from an objective, but none of the other wood placements have that restriction.&lt;br /&gt;
**Your opponent is going to want to place lots of scenery during setup and then spread out during the first turn in order to block our wood placements. A situation made worse by the increase in  faction specific scenery. You could quite easily end up only get out the start wood and one more during an entire game. Getting first turn can help mitigate this.&lt;br /&gt;
**The new models will mean an end to tree-less bases, and they&#039;ll fit in your army storage box. However, it&#039;s yet to be seen how many of these you&#039;re going to need to bring along per game and whether they are as crucial as they were in previous additions. You could end up bringing along 8 packs of these, which still ends up being a significant upfront cost for the army and it&#039;s still a lot of extra plastic you&#039;re carting around between games.&lt;br /&gt;
**Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can&#039;t use a wildwood to surround another piece of scenery or objective.&lt;br /&gt;
**&#039;&#039;2019 Differences: New models! No longer auto kills small guys after charge/runs, instead doing damage by just being close. Max footprint of a wood has shrunk by a third.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Forest Folk&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Branchwraith and three units of Dryads&#039;&#039;&#039;&#039;&#039; &#039;&#039;140pts (520pts min -&amp;gt; 1,030pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units can retreat and then still charge that turn.&lt;br /&gt;
&lt;br /&gt;
Great for controlling the flow of combat. Essentially the opposite of Household. Stops your tar pits getting locked into combat with something you didn&#039;t want to, usually due to them charging first. Alternatively, if done correctly, you can bypass combat screens - charge into the screen one turn, then the following turn, retreat further up the board and charge your real target. Ignore the Branchwraith here, she&#039;s just included to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: Replaces the old ability that lets you take the entire Battalion off the table and then redeploy them close to your Wyldwoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Free Spirits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit of Durthu and three units of Kurnoth Hunters&#039;&#039;&#039;&#039;&#039; &#039;&#039;140pts (1,080pts min -&amp;gt; 2,880pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always rolls a 6 for a run.&lt;br /&gt;
&lt;br /&gt;
Nice. Running instead of charging allows you to tanglethorn for save rerolls when the enemy charges in the following turn. You&#039;ll be wanting Scythes because you&#039;ll need the range on your tiny pile in. Don&#039;t use it to try and deepstrike Durthu or the like if board placement has denied you getting out any woods, as you&#039;ll now have lone units who can no longer shoot or charge until the next turn vulnerable to counterattack.&lt;br /&gt;
&lt;br /&gt;
If you are taking these units, then you probably are also want the cheapest battleline you can get hold of, which is 3x5 Spites - and if you&#039;re doing &#039;&#039;that&#039;&#039;, then Outcasts is 40 points cheaper. Anyone wanting three artefacts, then this and Outcasts together would work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: Much simpler than the old ability where you move twice but has to be closer to some scenery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Household&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A vanilla Treelord, a Branchwych and a unit of Tree-Revenants&#039;&#039;&#039;&#039;&#039; &#039;&#039;100pts (440pts min -&amp;gt; 780pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units locked in combat with the Household cannot retreat.&lt;br /&gt;
&lt;br /&gt;
That&#039;s an amazing ability for controlling the board, sadly the unit choices aren&#039;t the best. However, consider a blob of 30 freely teleporting Tree Revenants with 6&amp;quot; pile ins (and a 60pt hoard discount) and you&#039;re going to lock down whatever threats &#039;&#039;you&#039;&#039; want to for multiple turns until they chew through or die. Use the woods to throw your Treelord followed by Branchwych bomb to lock down a different unit elsewhere. Now consider how much six boxes of Revenants is going to cost to do this. Yeah.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: The old version also had +1 Bravery, but that&#039;s gone now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Lords of the Clan&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Two to four Treelord Ancients and one to three normal Treelords&#039;&#039;&#039;&#039;&#039; &#039;&#039;60pts (760pts min -&amp;gt; 1640 max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During your shooting phase, every enemy within 6&amp;quot; of 2+ Treelords, gets D3 mortals on a 2+ roll.&lt;br /&gt;
&lt;br /&gt;
At 60 points, this is a bargain given it&#039;s only 10 more than a command point, and If you really want lots of trees then this is a no brainer. Ability requires you teleport deep strike in pairs, but you won&#039;t get those mortals until &#039;&#039;your&#039;&#039; next turn after charging (assuming the whole pair stays alive). Having to take two Ancients is the tax here - most the Ancient&#039;s abilities don&#039;t double up, leaving your second Ancient mostly as a Treelord with a much lower damage output (however, you do get the additional spell plus the choice of which Ancient to use for its abilities).&lt;br /&gt;
Being forced to take in pairs is a good as the stomp becomes much more reliable (from 50% to 75%), with the chance you can stomp a second enemy.&lt;br /&gt;
For the most use out of this you want two pairs of Ancient+Vanilla, but that uses up almost half your points and all your behemoths slots in a 2000pt game. Two Ancients and one Vanilla is easier to build around, but that magnifies the Ancient tax and neuters the battalion ability. &lt;br /&gt;
For pure damage output and survivability, Dreadwooding a large block of Kurnoth&#039;s is mathematically the better choice. However, two pairs of stomping Trees are much more flexible.&lt;br /&gt;
In addition, taking LOTC enables you to take a mixed battleline (say, one each of Spites, TreeRevs and Dryads) instead of the usual block of Outcasts or Forest Folk - or take both if you really want the artefacts/CPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: Old ability was only for one name Treelord, was a wider range, but less reliable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Outcasts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Three units of Spite-Revenants&#039;&#039;&#039;&#039;&#039; &#039;&#039;100pts (280pts min -&amp;gt; 700pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any enemy unit that fails battleshock within (not wholly within!) 3&amp;quot; loses an additional D3 models.&lt;br /&gt;
&lt;br /&gt;
Remember that Spites lower enemy bravery too.&lt;br /&gt;
If you want the cheapest possible battleline plus battalion, then this is the choice to take, for just 280pts total - just don&#039;t expect them to last long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: This used to be a damage pulse based on enemy bravery.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Wargrove&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.&#039;&#039;&#039;&#039;&#039; &#039;&#039;80pts (5,240pts min -&amp;gt; 11,010pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our only remaining super battalion. Allows you to place &#039;&#039;&#039;two&#039;&#039;&#039; Wyldwoods at the start of the game instead of one. Still, way too big to use unless you&#039;re playing 6000 point games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2019 Differences: Unchanged from the old battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pts===&lt;br /&gt;
&lt;br /&gt;
Two SC boxes and a box of Revenants get you a solid core. Convert one of the &amp;lt;del&amp;gt;useless&amp;lt;/del&amp;gt; Branchwyches into a Branchwraith by stealing her scythe and pet. You will want more Dryads if you do this so the Wraith actually gets to do her job.&lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf&lt;br /&gt;
* Treelord Ancient (General, Grove artefact, Regrowth)&lt;br /&gt;
* Branchwraith (Throne of Vines)&lt;br /&gt;
* Branchwych (The Dwellers Below)&lt;br /&gt;
* 30 Dryads&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* Treelord&lt;br /&gt;
&lt;br /&gt;
Total: 990 pts&lt;br /&gt;
&lt;br /&gt;
You can also replace the Treelord with a unit of Kurnoth Hunters (give them the Greatswords).&lt;br /&gt;
&lt;br /&gt;
To upgrade from that, get a bag of newly-undercosted Spite Revenants and a guaranteed second Wood: &lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf or Dreadwood&lt;br /&gt;
* Treelord Ancient (General, Grove artefact, Regrowth)&lt;br /&gt;
* Drycha Hamadreth (Deadly Harvest or The Dwellers Below)&lt;br /&gt;
* Branchwraith (Throne of Vines)&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* 5 Tree-Revenants&lt;br /&gt;
* Soulsnare Shackles&lt;br /&gt;
&lt;br /&gt;
Total: 1000 pts&lt;br /&gt;
&lt;br /&gt;
If you got the Looncurse set (or if you prefer), you can also do this:&lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf&lt;br /&gt;
* Treelord Ancient (Grove artefact, Regrowth)&lt;br /&gt;
* Arch-Revenant (General)&lt;br /&gt;
* Branchwraith (Throne of Vines)&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 6 Kurnoth Hunters (Greatswords)&lt;br /&gt;
&lt;br /&gt;
The Arch-Revenant can stay safe and buff the Hunters with her Command Ability thanks to Envoys of the Everqueen.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can be a dick and bring a god to the table:&lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf or Dreadwood&lt;br /&gt;
* Alarielle (Regrowth)&lt;br /&gt;
* Branchwraith (General, Grove artefact, Throne of Vines)&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
&lt;br /&gt;
Total: 1000 pts&lt;br /&gt;
&lt;br /&gt;
Can cut most of the Spite-Revenants for... something? Allied 3 Ishlaen guard? A Knight-Incantor? Open for suggestions, but if you do that, consider going groveless.&lt;br /&gt;
&lt;br /&gt;
===2000 pts===&lt;br /&gt;
&lt;br /&gt;
====Winterleaf starter List====&lt;br /&gt;
Two Wraiths (+spell reliability), Drycha (+regrowth), Hive, and blobs of Kurnoths with Arch Rev are a solid base for &#039;&#039;any&#039;&#039; list.&lt;br /&gt;
Winterleaf is a good pick as being very strong and the easiest-to-play grove.&lt;br /&gt;
&lt;br /&gt;
If you played Sylvaneth before the recent changes, chances are you have a &amp;lt;del&amp;gt;forest&amp;lt;/del&amp;gt; fair number of Dryads, Forest Folk puts them to good use:&lt;br /&gt;
* Grove: Winterleaf&lt;br /&gt;
* Battalion: Forest Folk&lt;br /&gt;
* Arch-Revenant (General, grove artefact)&lt;br /&gt;
* Drycha Hamadreth (Regrowth)&lt;br /&gt;
* Branchwraith (Spiritsong Stave, Throne of Vines)&lt;br /&gt;
* Branchwraith (Verdurous Harmony)&lt;br /&gt;
* 30 Dryads&lt;br /&gt;
* 20 Dryads&lt;br /&gt;
* 10 Dryads&lt;br /&gt;
* 9 Kurnoth Hunters (Scythes)&lt;br /&gt;
* Spiteswarm Hive&lt;br /&gt;
*&#039;&#039;Total: 1990 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you prefer less battleline (you&#039;ll most likely be getting +30-40 Dryads per game), then Outcasts gets you the cheapest battleline plus artefact. Simply swap Dryads and Forest Folk for:&lt;br /&gt;
* Battalion: Outcasts&lt;br /&gt;
* 5 Spite Revenants&lt;br /&gt;
* 5 Spite Revenants&lt;br /&gt;
* 5 Spite Revenants&lt;br /&gt;
&lt;br /&gt;
This now leaves you with 440 points to play with. Possibilities include:&lt;br /&gt;
*6 Kurnoths and Skullroot spell?&lt;br /&gt;
*Durthu and 10 Dryads? And maybe switch to Harvestboon.&lt;br /&gt;
*3 Kurnoths, 5 Tree Revenants, +5 Spite Revenants to an existing block, and 10 Dryads?&lt;br /&gt;
&lt;br /&gt;
====Dreadwood Teleportation====&lt;br /&gt;
Dreadwood lets you dodge a lot of mobility concerns that can occur with the new terrain rules - combined with up to +5 to charges and Envoys of the Everqueen, Kurnoth can deliver a punch wherever you want it.&lt;br /&gt;
&lt;br /&gt;
* Grove: Dreadwood&lt;br /&gt;
* Battalion: Outcasts&lt;br /&gt;
* Arch-Revenant (General, grove artefact)&lt;br /&gt;
* Branchwraith (Throne of Vines)&lt;br /&gt;
* Branchwraith (Verdurous Harmony)&lt;br /&gt;
* 30 Dryads&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 9 Kurnoth Hunters (Scythes)&lt;br /&gt;
* 6 Kurnoth Hunters (Swords)&lt;br /&gt;
* Chronomatic Cogs&lt;br /&gt;
* Spiteswarm Hive&lt;br /&gt;
* Extra Command Point&lt;br /&gt;
&lt;br /&gt;
Total: 1990 pts&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
The problem with allies, is that they do not get the {{AOSKeyword|SYLVANETH}}-Keyword. Our Forests can and will turn on our allies if they get too close. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]]:&#039;&#039;&#039; You don&#039;t particularly need stormcast. Their play style is too different from traditional Sylvaneth play and overall they don&#039;t synergise too well. Perhaps with the upcoming Stormcast Sacrosanct chamber, something might be available to use well with Sylvaneth, but as of now don&#039;t bother. Stormcasts are just too slow to keep up with us and allies can&#039;t make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully under supported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and again, do not benefit from Stormcast specific abilities or commands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Wanderers|Wanderers]]:&#039;&#039;&#039; Okayish, and fluffy which is important, however as previously mentioned above, you only have 200/400pts to spare, which simply isn&#039;t enough to gain any meaningful army support from the Wanderers - &#039;&#039;although with the recent warscroll and point changes in the Cities of Sigmar release, maybe there is something to look at here.&#039;&#039; Wanderers suffer from much the same problems as Stormcast. Everything they can do, we can do better, with everything they need, we can&#039;t provide. 200-400 points are not all that much and spending these on a Unit of Glade Guard and a Hero gives us, again, worse shooting and we can only heal and not revive Models. This basically means that the many single-wound models are nearly worthless fodder. Sisters of any variation are simply too expensive to be a viable choice for us and don&#039;t benefit us. Wasted points, that we could use better for Hunters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Idoneth Deepkin]]:&#039;&#039;&#039; The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kurnoths, they are faster at 14&#039; and can fly (but can&#039;t use wyldwood teleporting and need to stay way from them too), they pack more punch (but are much more fragile) and they are cheaper too.&lt;br /&gt;
**Alternately, consider running a Deepkin army with the &amp;quot;Alliance of Wood and Sea&amp;quot; Battalion, giving you all the benefits of the Deepkin tides at the cost of having only one forest (for better and worse) via the Treelord Ancient&#039;s Silent Communion ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Dispossessed|Dispossessed]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}})&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Fyreslayers|Fyreslayers]]:&#039;&#039;&#039; (Only if general is {{AOSKeyword|IRONBARK}}): Surprisingly useful alliance despite not being common in the lore.  The Fyreslayers bring a lot of Mortal Wounds to the table, especially if a Runefather or Runeson on Magmadroth is chosen.  With Hearthguard Berserkers, bring a Fyerslayer hero along with them and they can eat Mortal Wounds for you, being able to resist them on a 4+.  &lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Buying Guide==&lt;br /&gt;
&lt;br /&gt;
Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that&#039;s GW. A cliché recommendation would be the start collecting box. Sadly the Branchwych is of less use than she used to be.&lt;br /&gt;
&lt;br /&gt;
Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you&#039;ll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes. 5 boxes gets you a full usage with 80, which is probably enough unless you go full Dryad spam.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Legions_of_Nagash&amp;diff=30719</id>
		<title>Age of Sigmar/Tactics/Old/Death/Legions of Nagash</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Legions_of_Nagash&amp;diff=30719"/>
		<updated>2020-06-25T17:26:48Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Why play Legions of Nagash? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Legions of Nagash|Logo=Age Nagash.jpg|Alliance=Death|Lore=Nagash|Motto=The first Necromancer and arguably the second &amp;lt;s&amp;gt;most evil character&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;biggest asshole&amp;lt;/s&amp;gt; most evil badass asshole character to ever curse the [[Warhammer Fantasy]] world}}&lt;br /&gt;
&lt;br /&gt;
Legions of Nagash changes up the way death plays by removing magical summoning and banner regen for skellies and replaces them with hero based regen and grave sites. They also add several new allegiance abilities. &lt;br /&gt;
&lt;br /&gt;
==Why play Legions of Nagash?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*SPOOKY SCARY SKELETONS! Do you want to see hordes and hordes of skeletons endlessly marching out of the grave and pinging whatever it looks at with literally 400 attacks? Well, this is what you&#039;re going to want to play. You also get zombies, ghosts and all sorts of other creepy goodness!&lt;br /&gt;
*A solid range of plastic miniatures and plenty of possibilities for conversion (looking at you triumvirate of Ynnead/vampires!)&lt;br /&gt;
*More bodies with better durability for the cost than most and the ability to bring models back, when the stars line up you can end the game with net zero lost models.&lt;br /&gt;
*You’ve got 4 legions to choose from as well as Death and Soulblight factions so you can test out a lot of stuff and play with lots of variations on a theme.&lt;br /&gt;
*Did you play Orks in 40k? Would you like to throw a bucketful of dice? Well, if you get a unit of 40 skeletons into combat and buff them properly, they’ll be getting 5 attacks each with the possibility of piling in and attacking twice with Vanhels Danse Macabre. In a perfect storm that’s 400 attacks at 4+/4+!!!!&lt;br /&gt;
*Is a summonable unit dead? Did you just kill an enemy unit within 6&amp;quot; of a gravesite? Start rolling your d6 because on a 4+, congrats! You get that unit back for free. You can also get them back with the use of a Command Ability given to your general.&lt;br /&gt;
*Battleshock is unlikely given that everybody&#039;s Bravery 10.&lt;br /&gt;
*Vampire fullplate knights with lances are fuckin metal&lt;br /&gt;
*At least vanilla skellies are stupidly easy to paint, and yet again, you don&#039;t need to be a Golden Demon winner to paint the armor of more complex models.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Zero. Ranged. Units (traditionally speaking). Not a single usable one. There are handful of short-range shooting attacks. Can’t even ally in Tomb Kings archers!&lt;br /&gt;
**Ghosts, Terrorgheists and Zombie Dragons are all there is here... though Nagash can shoot death lasers from his eyes. Prince Vhordrai is just a named VLoZD, just with a ranged ability with an 8&amp;quot; range, rather than a 9&amp;quot; range and a less assassin-y spell. That said, the Terrorghiest still has the best range out of all the variations in this box.&lt;br /&gt;
*Doesn&#039;t support Tomb Kings, the Flesh Eater Courts or the Mourngul.&lt;br /&gt;
*One thing to note about our unconventional ranged weapons is that they all contest a leadership score; Usually 2d6 vs their bravery. With good positioning of our banners and the Overwhelming Dread spell our limited shooting can deal a fair amount of mortal wounds. Our shooting is extremely short ranged but they can put on some serious damage.&lt;br /&gt;
*Rend -1 is effectively rend -2 for your skeletons, grave guards, black knights and blood knights. It hurts... a lot.&lt;br /&gt;
*Quite a few slow units, including the all-important necromancer&lt;br /&gt;
*How many skeletons do you want to paint? Whatever that number is you’ll need to paint more than that.&lt;br /&gt;
*The removal of magical summoning also means you can&#039;t bring in new units, only bring back the ones that are completely destroyed &#039;&#039;&#039;if&#039;&#039;&#039; they have the summonable keyword, and you need to use a command ability to do so. Furthermore, if you are playing Matched Play if your general dies that means no resurrecting dead summonable units (except for Legion of Sacrament).&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
A bit of a long one as there are 4 allegiances for the Legions of Nagash. They are themed around Nagash and his three top generals. There are also two other allegiances; one for Soulblight and one for generic Death. &lt;br /&gt;
*If a warscroll battalion has an allegiance, it can be taken in an army if it has the same allegiance, even if some of the units are from a different faction, but these units do not benefit from the armies allegiance abilities unless they have the appropriate keyword. So you can use Court of Nuhlamia in a Grand Host army, but models in the battalion will not be affected by deathless minions or legions innumerable, as you army can only have 1 allegiance at a time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
==={{color|grey|Grand Host and the 4 Legions}}===&lt;br /&gt;
*These abilities are common to the Grand Host of Nagash, Legion of Sacrament, Legion of Blood, Legion of Night, and Legion of Grief.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|grey|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gravesite:&#039;&#039;&#039; After sides are chosen, place two gravesites wholly within your territory and two anywhere else on the board. Importantly these are only points on the battlefield, whatever you choose to represent them does not exist for the purpose of line of sight or cover or scenery. They have the following abilities:&lt;br /&gt;
**&#039;&#039;&#039;The Unquiet Dead:&#039;&#039;&#039; You can place {{AOSKeyword|SUMMONABLE}} units into the “grave” instead of deploying them. At the end of the movement phase, each {{AOSKeyword|DEATH HERO}} within 9&amp;quot; of the gravesite can pull one unit out of the grave. They have to be set up fully within 9” of the gravesite and outside of 9” of any enemy models (any model that can&#039;t be placed in this way is slain). This is a nice way of getting around skeletons horribly low movement speed if you can, they are vulnerable to area denial though so be careful.&lt;br /&gt;
**&#039;&#039;&#039;Invigorating Aura:&#039;&#039;&#039; Gravesites can heal a {{AOSKeyword|SUMMONABLE}} unit within 9” by d3 wounds OR bring back models with a wound total equal to a D3. Note, you cannot bring back models with missing wounds, nor can you both heal a model and bring back models with the same roll, so to bring back a spirit host you’d have to roll a 5 or 6, if you had a unit of black knights with models slain and a model missing a wound and you rolled a 5 or 6 you could only heal the remaining wound, not heal and bring back a model despite having rolled high enough to do so.&lt;br /&gt;
*&#039;&#039;&#039;MAGIC:&#039;&#039;&#039; All {{AOSKeyword|DEATH WIZARDS}} know an additional spell from one of the Lores of the Dead. If Nagash is included he knows three additional spells, which is good since he can cast 8 at full health! (Legion of Grief does not get this).&lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions:&#039;&#039;&#039; Roll a D6 when wounds are allocated so long as the unit they&#039;re being allocated to is within 6&amp;quot; of a hero, ignoring wounds or mortal wounds on a roll of 6+. &amp;lt;s&amp;gt;This is not going to help all that often but&amp;lt;/s&amp;gt; This is a 16% increase in your models&#039; effective health. Think of it like adding 6-7 skeletons to each 40 model unit. It can actually be better than that due to all the healing/resurrection LoN can do too.&lt;br /&gt;
*&#039;&#039;&#039;Endless Legions:&#039;&#039;&#039; A command ability and the final bonus, your general automatically gains this as an additional command trait. In case you&#039;re running low on units, you can pull more out of your &amp;lt;s&amp;gt;ass&amp;lt;/s&amp;gt; gravesites. Pay a command point and place a destroyed unit wholly within 9” of the gravesite and 9” away from any enemy units (any models that can&#039;t be placed are slain). On its own this ability is really powerful and a great reason to play death. Store up a few command points or take a few warscroll battalions and you can spam units coming back to (un)life!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{color|midnightblue|Grand Host of Nagash}}===&lt;br /&gt;
*This is Nagash&#039;s Legion/new overall Death force and it can include any units in the battletome. If it includes Nagash he must be the general (no shit).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*This is the only Allegiance that can actually have Nagash in a list, besides Death.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Guardians:&#039;&#039;&#039; Morghast units get +1 attack! Very scary given their damage output. (This is one more reason why Halberds outmatch Swords in almost every scenario)&lt;br /&gt;
*&#039;&#039;&#039;Legions Innumerable:&#039;&#039;&#039; Roll a die for each {{AOSKeyword|SUMMONABLE}} unit, on a 5+, heal d3 wounds to it or if the unit only has 1 wound models, return d3 models to it. Handy to have, remember this all happens in your hero phase so choose the order in which you heal things carefully. For example, if you use this first you can return those models in a way that puts the unit in range of a hero for more resurrection.&lt;br /&gt;
*&#039;&#039;&#039;Additional Battleline:&#039;&#039;&#039;&lt;br /&gt;
**Grave Guard &lt;br /&gt;
**Morghasts (When Nagash is General) {{color|red|No longer &#039;&#039;Battleline&#039;&#039;, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Death&#039;&#039;&#039;: Re-roll results of 1 (i.e. rolls of 1-2 on a D3) for friendly units affected by a Deathly Invocation that are within 12&amp;quot; of this general. At first glance, this seems meh, but it doesn&#039;t just affect the general&#039;s rolls. So long as the summonable unit is within 12&amp;quot; of the general, &#039;&#039;any&#039;&#039; Deathly Invocation will get that re-roll. If you bunch your heroes and summonable units together you can expect to replenish a huge amount of wounds/models per turn.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Champion&#039;&#039;&#039;: Add 1 to the Damage characteristic of melee weapon used by this general for attacks made against enemy {{AOSKeyword|HEROES}}. Has it&#039;s uses, unfortunately, you&#039;ll be stuck hunting down heroes to gain that extra damage. Don&#039;t try to use this to buff up damage caused by Mortal Wounds since they don&#039;t use the normal attack sequence (or the Damage characteristic for the melee weapons). This is really only useful on melee heroes that hunt opposing heroes and don&#039;t rely on mortal wounds, so pretty much sucks outside of that particular use case.&lt;br /&gt;
*&#039;&#039;&#039;Bane of he Living&#039;&#039;&#039;: Re-roll wound rolls of 1 for this general for attacks made against enemy units that do not have the {{AOSKeyword|DEATH}} keyword. Pretty good against Order, Chaos and Destruction to make your general more killy. Useless against opposing Death armies.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Ages&#039;&#039;&#039;: At the start of the combat phase, roll a dice for each enemy unit with 3&amp;quot; of this general. On a 4+ subtract 1 from hit rolls made for that unit until the end of the combat phase. If your general is looking to get into the thick of things then this is pretty dang useful at keeping him alive. Situational with backfield generals but a decent pick all the same.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Strategist&#039;&#039;&#039;: Re-roll failed charge rolls for friendly {{AOSKeyword|DEATHRATTLE}} and {{AOSKeyword|MORGHAST}} units within 9&amp;quot; of this general. Re-rolls are always great to ensure your army gets to where it needs to be. A good pick for Deathrattle armies.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Nagashizzar&#039;&#039;&#039;: Add 1 to the Attacks characteristic of melee weapons used by friendly {{AOSKeyword|DEATHRATTLE}} units within 6&amp;quot; of this general. If your playing a predominately Deathrattle army (which you should be if your playing Grand Host of Nagash) then this is amazeballs. If you&#039;re not, it&#039;s really bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Artefacts of Nagash}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathforced Chain:&#039;&#039;&#039; At the start of your hero phase, the bearer heals 1 wound that has been allocated to it. Pretty useful for keeping your hero alive.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Lantern:&#039;&#039;&#039; Subtract 1 from wound rolls for enemy units within 6&amp;quot; of the bearer. In addition, re-roll successful casting rolls for enemy {{AOSKeyword|WIZARDS}} within 6&amp;quot; of the bearer. This is amazing when you consider the number of additional effects that occur on 6&#039;s to wound and that&#039;s not even including the chance of protecting your general by turning wounds into fails! The anti-wizard ability is, unfortunately, a double-edged sword, as although they have to roll twice, the second roll could end up being higher making it harder to unbind.&lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Timeglass:&#039;&#039;&#039; While the bearer is on the battlefield, once per battle, in your hero phase, you can pick an enemy {{AOSKeyword|HERO}} on the battlefield. The enemy hero suffers d3 mortal wounds. At the start of each of your subsequent hero phases, roll a dice. On a 4+ the enemy hero suffers 1 mortal wound. You&#039;ll always crack this during your first hero phase. It&#039;s good for sniping backline heroes but do not expect it to kill anything.&lt;br /&gt;
**This is what you take if your opponent has a bloodsecrator &lt;br /&gt;
*&#039;&#039;&#039;Ossific Diadem:&#039;&#039;&#039; Any time a friendly {{AOSKeyword|DEATHRATTLE}} model within 12&amp;quot; of the wearer takes a wound or a mortal wound, roll a dice. On a 6+ the wound or mortal wound is ignored. Decent protection. You can take this save and the deathless minions save thus giving skeleton warriors and grave guard another layer of protection making them that much more annoying to kill. Taking this on a Wight King also gives him an additional save and might keep him alive long enough to heal up some wounds.&lt;br /&gt;
*&#039;&#039;&#039;Reach of the Realm&#039;&#039;&#039;: This increases the range of one of the users spells by 10 inches. This is very good considering you can have a fucking 13 inch hand of dust. ALTHOUGH activating the artifact is a verbal action and when active the user takes -1 to all of its ranged attacks for one battle round.&lt;br /&gt;
*&#039;&#039;&#039;Amethyst Shard:&#039;&#039;&#039; Once per battle, in your hero phase, you can declare that the bearer will merge the shard with one of their melee weapons. Pick one of the bearer&#039;s melee weapons. Until your next hero phase, add 1 to hit and wound rolls made for that weapon. Really meh considering it&#039;s once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Terrorgheist Mantle:&#039;&#039;&#039; In your shooting phase, you can declare that the bearer will unleash a death shriek. Pick an enemy unit within 10&amp;quot; of the bearer and roll 2 dice. If the total is higher than the enemy unit&#039;s Bravery, it suffers a number of mortal wounds equal to the difference. While it does give you a shooting attack, it requires an army dedicated to stacking Bravery modifiers. It could turn out to be a very fun army though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|The First Cohort Battalion}}&#039;&#039;&#039; (160pts, Min: , Max:)&lt;br /&gt;
&#039;&#039;Nagash, a unit of Morghasts, and 3 or more combinations of Skeleton Warriors, Grave Guard and/or Black Knights&#039;&#039;&lt;br /&gt;
*Essentially further rules to augment Nagash, just in case you thought he didn&#039;t have enough.&lt;br /&gt;
*&#039;&#039;&#039;Ceaseless Vigil:&#039;&#039;&#039; Each time a wound or mortal wound is allocated to Nagash, you may allocate it to a Morghast in this battalion on a 3+ so long as they&#039;re within 3&amp;quot; of him. Pretty decent to helping Nagash stay alive which, considering his stats and reputation, he&#039;s going to be taking a lot of damage.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Servitude:&#039;&#039;&#039; Nagash&#039;s Deathly Invocation automatically rolls a 3 on his D3 dice. Totally useless since his warscroll was updated along with the Ossiarch Bonereapers battletome. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{color|steelblue|Legion of Sacrament}}===&lt;br /&gt;
&lt;br /&gt;
*This is Arkhan&#039;s legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them.&lt;br /&gt;
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&#039;&#039;&#039;{{color|steelblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Master&#039;s Teachings:&#039;&#039;&#039; Whenever you destroy an enemy unit and before the last model in that unit is removed, roll a D6. On a 4+ pick a gravesite within 6&amp;quot; of them and then pick a friendly {{AOSKeyword|SUMMONABLE}} unit that has already been destroyed. Set this unit up wholly within 9&amp;quot; of the gravesite and 9&amp;quot; away from enemy models (any models that cannot be placed in this way are destroyed). Not very handy, crafty opponents can try to screw you over by removing models in a way that can keep them just out of range of a gravesite, and even then 50% of the time you&#039;re not going to get them back anyway (not to mention the game might be nearly over by the time you have a unit destroyed, and then can bring them back by wiping out an enemy unit).&lt;br /&gt;
**&#039;&#039;Alternative take -&#039;&#039; Running small units of fast and mildly stabby {{AOSKeyword|Summonable}} units like Dire Wolves or even Black Knights alongside your larger more permanent blocks will give your opponent something to chew and spit out very quickly, giving you a small zippy unit that you can now attempt to resurrect over and over since they will be dying relatively frequently.&lt;br /&gt;
*&#039;&#039;&#039;The Black Disciples:&#039;&#039;&#039; Add 1 to all casting rolls for friendly {{AOSKeyword|LEGION OF SACRAMENT WIZARDS}}. This ability is great because our magic is powerful now, so this helps our spells go off easier &amp;lt;s&amp;gt;and trigger the ability for them to go off twice more often&amp;lt;/s&amp;gt;. This also gives Arkhan a +3 casting modifier when he is at full wounds. Give him soul harvest, and chances are he&#039;ll never die. Considering also that for 80 points you get a corpse cart who give the same bonus and even something more, basically, every {{AOSKeyword|wizard}} in your army gets a +2 to their casting rolls, terrifying eh? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Emissary of the Master:&#039;&#039;&#039; Lets you re-roll failed charges for nearby units. A solid choice but not as good as equivalents in other armies.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Makes the general a Wizard, or grants them an additional spell if they are already a Wizard. Useful if you want a magic heavy army, though it&#039;s not like there&#039;s a shortage of Wizards in this list. Maybe useful for a Wight King with a battle standard. &lt;br /&gt;
*&#039;&#039;&#039;Mark of the Favored:&#039;&#039;&#039; Each time the general is targeted by an attack in combat, the attacking unit suffers a mortal wound on a 6+. While it sounds useful, so far this trait has generated [[Skub]] due to poor wording in the rules, and so far even the FAQ hasn&#039;t satisfied the debaters.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Commander:&#039;&#039;&#039; Allows the general to summon a unit &amp;quot;in the grave&amp;quot; while further away from a gravesite.&lt;br /&gt;
*&#039;&#039;&#039;Mastery of Death:&#039;&#039;&#039; Grants a bonus move to units in the hero phase. When combined with the Deathmarch battalion&#039;s bonus move, Deathrattle units can be moving up to 7 extra inches in the hero phase. Very nice, especially on Black Knights.&lt;br /&gt;
*&#039;&#039;&#039;Bound to the Master:&#039;&#039;&#039; The General can use Arkhan the Black&#039;s Command Ability. This is useful if you have a variety of wizards in your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Artefacts of Sacrament}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spiritcage:&#039;&#039;&#039; Friendly units gain +1 to wound for the rest of the turn if an enemy hero is slain within 6&amp;quot; of the bearer. This item has a very situational use. Generally pretty useless.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Darkness&#039;&#039;&#039;: This is...WOW! Enemy shooting is -1 to hit within 8&amp;quot; of the model, or -2 if they are further away. Any shots that confer mortal wounds on a 6+ won&#039;t get that bonus. This is excellent against shooty armies. While it offers better protection against attacks that deal mortal wounds on a 6+ (these are ignored automatically rather than on a dice roll of 4+), it&#039;s otherwise slightly outshone by the Wristbands of Black Gold below. However, it&#039;s still a great choice. &lt;br /&gt;
*&#039;&#039;&#039;Asylumaticae:&#039;&#039;&#039; Bedlam House in a box ([[Grimdark|except this one is filled with the weaponized undead souls of insane murderers]]) or a nod to the far better [[Tomb Kings|Casket of Souls]]. Once per game, roll a dice. On a 1 the bearer takes a mortal wound. On a 2+ each enemy unit within 12&amp;quot; suffers one mortal wound. Between being a one-shot, a risk of friendly fire and being outperformed by the Black Gem, it&#039;s not worth it. &lt;br /&gt;
*&#039;&#039;&#039;Wristbands of Black Gold:&#039;&#039;&#039; Amazing. This throwback from Warhammer Fantasy returns with a vengeance. Roll a dice for every wound or mortal wound allocated to the wearer as a result of shooting. On a 4+ the wound is ignored. Essentially an unmodifiable +4 save against all shooting. Are pesky Kurnoth Hunters sniping your best units? Has the mass barrages of those godless Kharadron got you down? If you&#039;re facing off against a shooty army, TAKE IT. Slap this on a VLoZD and, between this and magic support from the rest of the army, you can almost guarantee your VLoZD will reach enemy lines and make those shooty units PAY. If you want some lulz, you could equip a female character on foot with these and [[Awesome|re-enact the No man&#039;s land scene from the latest Wonder Woman movie]]. &lt;br /&gt;
*&#039;&#039;&#039;Azyrbane Standard:&#039;&#039;&#039; A nod to how Arkhan freed Mannfred from the wall of Faith in [[The End Times|The End Times]]. Subtract 1 from the wound rolls of enemy units within 6&amp;quot; of the bearer. If that unit is an Order Wizard, they also have to re-roll successful casting attempts. Though it has a limited range this is a welcome addition. Best used on a character dedicated to a support role or Wizard hunting, and especially against certain Order armies (such as Sylvaneth from the Gnarlroot Wargrove). Though keep in mind some Wizards are also monsters and thus could just lay the smackdown in combat (again, such as Sylvaneth wizards Drycha, Alarielle and Treelord Ancients). &lt;br /&gt;
*&#039;&#039;&#039;Black Gem:&#039;&#039;&#039; Pick a point with 8&amp;quot; of your character. Then roll a dice for EVERY UNIT within 3 of that point, on a 6+ one model dies. This is situational, one use only and it does carry the risk of friendly fire. While it can put the hurt on MSU, especially multi-wounds foes like Skullcrushers and Dracothian Guard, it needs a 6+ to kill them and it&#039;s weak against Hordes. It&#039;s not known if this can target solo characters or Behemoths. Not mandatory but a better choice than the Asylumaticae. &#039;&#039;&#039;BUT:&#039;&#039;&#039; it is one of the few things that can &#039;&#039;&#039;ONESHOT&#039;&#039;&#039; Morathi now, the other Death thing that can is Nagash (there is a third but that&#039;s situational - Arkhan, if he&#039;s in the same army as Nagash, due to his ability), and if you&#039;re using this and him, read your battletome).&lt;br /&gt;
Reach of the Realm: This increases the range of one of the users spells by 10 inches. This is very good considering you can have a fucking 10 inch longer hand of dust. ALTHOUGH activating the artifact is a verbal action and when active the user takes -1 to all of its ranged attacks for one battle round.&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Lords of Sacrament Battalion}}&#039;&#039;&#039; (130pts, Min: , Max:)&lt;br /&gt;
&#039;&#039;Arkhan, 2+ Necromancers and a Mortis Engine&#039;&#039;&lt;br /&gt;
*Arkhan&#039;s magic squad, also one of the smallest battalions in the game. &lt;br /&gt;
*&#039;&#039;&#039;Unearthly Focus:&#039;&#039;&#039; Wizards from this battalion get to cast an extra spell so long as they&#039;re within 6&amp;quot; of this battalion&#039;s Mortis Engine.&lt;br /&gt;
*&#039;&#039;&#039;Swirling Spirits:&#039;&#039;&#039; Add 1 to save rolls for members of this battalion in the shooting phase as long as they&#039;re within 6&amp;quot; of this battalion&#039;s Mortis Engine. It helps a bit for keeping you around in the enemy&#039;s shooting phase.&lt;br /&gt;
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==={{color|crimson|Legion of Blood}}===&lt;br /&gt;
*Vampire Centric but want to also play with other undead.&lt;br /&gt;
*This is Neferata&#039;s legion, if she is included in this army, she MUST be the army general and if you include any Mortarch units she has to be one of them.&lt;br /&gt;
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&#039;&#039;&#039;{{color|crimson|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Favored Retainers:&#039;&#039;&#039; {{AOSKeyword|Legion of Blood Vampire Lords}} and {{AOSKeyword|Legion of Blood Blood Knights}} gain +1 attack. Good overall and can be stacked further with command abilities.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Majesty:&#039;&#039;&#039; Subtract 1 from bravery for any enemy unit within 6&amp;quot; of any {{AOSKeyword|Legion of Blood}} units. Decent since it stacks with your standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift Strikes:&#039;&#039;&#039; Each time you make a hit roll of 6+ in the combat phase for your general, you can make one additional hit roll for the same weapon against the same target.&lt;br /&gt;
*&#039;&#039;&#039;Soul-Crushing Contempt:&#039;&#039;&#039; If your general slays a model, the unit from which the model was a part of has -1 bravery this turn.&lt;br /&gt;
*&#039;&#039;&#039;Aristocracy of Blood:&#039;&#039;&#039; Re-roll failed charges for Soulblight units within 9&amp;quot; of your general.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Majesty:&#039;&#039;&#039; Another blast from the past. -1 to Hit rolls that target your general, but only in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Walking Death:&#039;&#039;&#039; If you roll a 6+ to Hit with one of your general&#039;s melee weapons, you deal mortal wounds equal to the weapon&#039;s Damage.&lt;br /&gt;
*&#039;&#039;&#039;Sanguine Blur:&#039;&#039;&#039; The general gains 2&amp;quot; to their movement and can re-roll failed charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Artefacts of Blood}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ring of Domination:&#039;&#039;&#039; &amp;lt;s&amp;gt; One Ring to rule them all... &amp;lt;/s&amp;gt; When the bearer is selected in the combat phase, pick an enemy model within 3&amp;quot; and roll a dice. On a 5+ you can use one of their melee weapons to attack in addition to whatever weapons your character has. Imagine killing Archaon with his own sword (or finishing him off with your other weapons if that one doesn&#039;t work), or using a Spirit of Durthu&#039;s weapon to cut down a unit of Kurnoth Hunters. If you&#039;re lucky with dice rolls and in combat, with the right units this can be excellent. Take it on a melee character, especially in conjunction with anything that allows them to strike first and, with a good dice roll, watch them beat down characters with many times their points cost. &amp;lt;b&amp;gt;Take note&amp;lt;/b&amp;gt; that the FAQ&#039;s have confirmed it&#039;s basically just the statline for the weapon you get to use though, not abilities connected to it.  So yes, you can hit Archaon with his own Slayer of Kings, but you don&#039;t get a chance to insta-gib him with it.&lt;br /&gt;
*&#039;&#039;&#039;Shadeglass Decanter:&#039;&#039;&#039; After armies have been set up but before the first battle round, select an enemy Hero. In your hero phase, as long as that hero is on the battlefield, you can roll a d6. If the result is higher than the number of the current battle round, they take a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;The Orb of Enchantment:&#039;&#039;&#039; Once per battle, the bearer can pick an enemy hero within 3&amp;quot;. At the beginning of the combat phase, they cannot pile in, attack or use abilities. Apart from a one-shot, this is excellent. You could use this to troll major combat characters like Archaon or Skarbrand. Slap this on a character on foot in a big unit and you have an excellent tarpit.&lt;br /&gt;
*&#039;&#039;&#039;Soulbound Garments:&#039;&#039;&#039;Reroll saves of 1 for the bearer. &lt;br /&gt;
*&#039;&#039;&#039;Oubliette Arcana:&#039;&#039;&#039; When an enemy Wizard casts a spell within 30&amp;quot;, you can roll a d6 instead of attempting to unwind it. On a 6 the spell is negated and the caster can&#039;t use that spell again for the rest of the battle. If you roll a 6, this is fucking awesome. Otherwise, it sucks since you just wasted your unbind attempt.&lt;br /&gt;
*&#039;&#039;&#039;Amulet of Screams:&#039;&#039;&#039; Once per battle, when an enemy Wizard successfully casts a spell, you can declare that the bearer will use the Amulet of Screams. If you do so, you cannot attempt to unbind the spell. Instead, roll a dice. On a 2+, the spell is not successfully cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Court of Nulahmia Battalion}}&#039;&#039;&#039; (150pts, Min:1070pts, Max:)&lt;br /&gt;
&#039;&#039;&#039;Mortarch of Blood, 2+ Vampire Lords and a Bloodseeker Palanquin&#039;&#039;&#039;&lt;br /&gt;
*Neferata&#039;s group of fine vintage afficionados. &lt;br /&gt;
*&#039;&#039;&#039;The Adevore:&#039;&#039;&#039; Neferata may re-roll failed rolls to hit against enemy heroes so long as she&#039;s within 9&amp;quot; of this battalion&#039;s bloodseeker palanquin. Not worth paying the (already too high) price of the Palanquin as well as the price of the battalion.&lt;br /&gt;
*&#039;&#039;&#039;Scent of Blood:&#039;&#039;&#039; At the start of your movement phase, any unit within 9&amp;quot; of the Bloodseeker Palanquin gain a bonus +4&amp;quot; movement for that phase. Also not worth the cost since movement is not one of your issues.&lt;br /&gt;
*it is worth mentioning that Vampire Lords on Zombie Dragons (excluding Vhordrai) may be used to meet this battalion&#039;s requirements over stock VLs.  This is hilarious, and with Neferata&#039;s CA you will have some very hard to kill, very smashy vampires sprinting around the table. &lt;br /&gt;
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==={{color|darkgreen|Legion of Night}}===&lt;br /&gt;
*This is Mannfred&#039;s legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them.&lt;br /&gt;
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&#039;&#039;&#039;{{color|darkgreen|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Bait:&#039;&#039;&#039; Deathrattle units gain +1 to saves while wholly in your own territory. Bonus points if you claim they&#039;re Drakenhof Guard.&lt;br /&gt;
*&#039;&#039;&#039;Ageless Cunning:&#039;&#039;&#039; Looks like Mannfred learned how to CREEEEED! from [[Vlad von Carstein|big daddy Carstein]]. Up to three units can be deployed in reserve and can ambush by moving on from any table edge, needing to be placed wholly within 6&amp;quot; of said table edge and 9&amp;quot; away from enemy units (this is their movement for that phase). Good for getting around the low movement of many of your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Suspicion:&#039;&#039;&#039; Allows the general to be set up in an ambush in addition to the normal maximum of three. This trait is complete trash; no uses for it. Moving on swiftly...&lt;br /&gt;
*&#039;&#039;&#039;Swift Form:&#039;&#039;&#039; +2 to the bearer&#039;s movement characteristic and add 2 to their run rolls. If you brought a Vampire Lord on a zombie dragon and you insist on playing Legion of Night, this is the one for you. It helps your vampire beatstick get that turn 1 charge off and makes it significantly more manoeuvrable should it need to hop over to various objectives.&lt;br /&gt;
*&#039;&#039;&#039;Unbending Will:&#039;&#039;&#039; Re roll failed battleshock checks within 12&amp;quot; of the general. Pretty bad as usually your big blobs of skeletons or grave guard either don&#039;t run at all or they&#039;ve been hit hard, and they&#039;re all un-undying. Overall a pretty shit tier command trait for death.&lt;br /&gt;
*&#039;&#039;&#039;Merciless Hunter:&#039;&#039;&#039; Re-roll wound rolls of 1 for the general. Pretty good, nothing amazing to write home about but not the worst either. Again, best on a beatstick vamp lord on a spooky dragon. &lt;br /&gt;
*&#039;&#039;&#039;Unholy Impetus:&#039;&#039;&#039; If the general slays an enemy model in close combat, one friendly unit within 3&amp;quot; gets +1 attack on all their melee weapons until the end of the phase. This is good on heavy hitting units such as unridden Zombie Dragons or Grave Guard. &#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;: Forget the zombie dragon, pair it with a blob of 40 skeletons ambushing to give them 4 attacks each at full strength. Overall the best one here as unlike a similar command trait in the Grand Host of Nagash, this one doesn&#039;t just work on deathrattle but all legion of night units. Pair this ability with a huuuge unit of vargheists or morghasts for added &#039;&#039;&#039;FUN&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Visage:&#039;&#039;&#039; -1 bravery to all enemy units within 6&amp;quot; of the general. A solid choice especially when brought alongside the standard death banners and the morghasts&#039; penalties for bravery. Add in a mortis engine or two or a banshee and bam you&#039;ve got some lethal shenanigans going on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Artefacts of Night}}&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Vial of the Pure Blood:&#039;&#039;&#039; Once per game the user gains +1 to all hit and wounds rolls until their next hero phase. Way worse than it first seems when you factor in the useful candidates for it (Coven throne/ Vampire Lord on Zombie Dragon) and then realize that artefacts don&#039;t affect the users mount. Pass. &lt;br /&gt;
*&#039;&#039;&#039;Shard of Night:&#039;&#039;&#039; -1 to hit the bearer in the shooting phase. Solid choice, slap it on a Vampire Lord on a Zombie Dragon. Job done.&lt;br /&gt;
*&#039;&#039;&#039; Gem of Exsanguination:&#039;&#039;&#039; The standard-issue unholy hand grenade. Pick an enemy unit within 6&amp;quot; and roll a die, on a 1 the unit takes 1 mortal wound, 2-5 d3 mortal wounds, and on a 6+ d6 mortal wounds. Not great but a bit of fun, overall I&#039;d pass on it.&lt;br /&gt;
*&#039;&#039;&#039;The Chiropractor&#039;s Cloak:&#039;&#039;&#039; Aside from helping with your back the bearer can declare it&#039;s using the cloak at the start of any (not 1 use only) combat phase. If the bearer does it takes 1 mortal wound but for each hit roll made against the bearer of &#039;&#039;&#039;1 or less&#039;&#039;&#039; the attacker suffers a mortal wound. Deceptively good providing you pull off the right combo. Cast Overwhelming dread on the unit you intend to charge the bearer into combat with and make your opponent weep. Best slapped on Vamp Lord on Zombie dragon (like most of these artifacts it seems) built for a turn 1 charge. Pass if you know that you&#039;ll be going up against units with a small volume of attacks but otherwise a very solid choice. &lt;br /&gt;
*&#039;&#039;&#039;Morbheg&#039;s Claw:&#039;&#039;&#039; If the bearer stands still, they can add 2 to all casting rolls for friendly Legion of Night&#039;s wizards within 12&amp;quot; including their own. Fantastic on a support character if you have lots of wizards.&lt;br /&gt;
**Do you know what makes your wizard standstill? The Balewind Vortex!&lt;br /&gt;
*&#039;&#039;&#039;Curseblade:&#039;&#039;&#039; At the beginning of the battle, pick an enemy Hero anywhere on the battlefield. In every hero phase roll a dice, on a 4+ they take a mortal wound, and the bearer heals a wound. This is a nice weapon for sniping an enemy hero and healing the bearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Nightfall Pack Battalion}}&#039;&#039;&#039; (170pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Mannfred, 2 units of Vargheists and 3 or more units of Skeletons &#039;&#039;&lt;br /&gt;
*Mannfred&#039;s spooky scares, meant to create fear among the enemy&#039;s ranks according to the lore, while on the tabletop it doesn&#039;t do enough to justify its points cost. &lt;br /&gt;
*&#039;&#039;&#039;Swooping Predators:&#039;&#039;&#039; Charging Vargheists gain an extra attack. Do you know what&#039;s better? Paying 20 points to get a new unit of Vargheists instead of this battalion.&lt;br /&gt;
*&#039;&#039;&#039;Call of the Night:&#039;&#039;&#039; Mannfred can re-roll the D3 when using his Deathly Invocation ability on skeletons in this battalion. Also not worth it.&lt;br /&gt;
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==={{color|teal|Legion of Grief}}===&lt;br /&gt;
*This is Lady Olynder&#039;s legion, if she is included in this army she MUST be the army general and if you include any Mortarch units she has to be one of them.&lt;br /&gt;
*More Restrictive Legion, only able to take &#039;&#039;Deadwakers&#039;&#039; &#039;&#039;Deathlords&#039;&#039;,  Deathmages, Deathrattle, and all the Nighthaunt. (No vampires allowed)&lt;br /&gt;
*This is found in Forbidden Power.&lt;br /&gt;
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&#039;&#039;&#039;{{color|teal|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of Grief:&#039;&#039;&#039; -1 bravery for enemies 6&amp;quot; of one of your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dread Withering:&#039;&#039;&#039; cast 5, debuff enemy unit within 18″. Until your next hero phase that units get -1 on saving rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wail of Doom:&#039;&#039;&#039; cast 8. Roll a dice for each enemy unit within 6″. 4+ you deal d3 mortal wounds to it.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Terror:&#039;&#039;&#039; cast 8, debuff a unit within 12″ until your next hero phase. that unit gets minus d3 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Amethyst Glow:&#039;&#039;&#039; Your general becomes a wizard (cast one spell and unbind one spell). If he is already a wizard, he instead knows two spells from the Legion of Grief spell list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vassal of the Craven King:&#039;&#039;&#039; as long as the general is on the battlefield, you get your command points back after use on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tragic Emanations:&#039;&#039;&#039; Enemy units within 12″ of the general gets -2 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Gem:&#039;&#039;&#039; each hero phase you can pick between dealing 1 mortal wound to a unit within 6″ or heal 1 wound on the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gothizzari Mortayry Candle:&#039;&#039;&#039; Missile weapons get -1 on hit rolls against the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Souldrain Pendant:&#039;&#039;&#039; Roll a dice for each enemy unit within 3″ of the bearer at the end of the combat phase. On a 4+ you deal 1 mortal wound to the unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Battalion}}&#039;&#039;&#039;&lt;br /&gt;
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==={{color|purple|Soulblight}}===&lt;br /&gt;
*The all-encompasing Vampire army, in case you wanted an undead army that doesn&#039;t have skeletons/zombies and their lookalikes. Also fullplate vampire knights with 10 feet lances and evil undead armored horses are EDGY AS FUCK and a total plus the the army.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathless Thralls:&#039;&#039;&#039; Same thing different name, it allows you to ignore wounds on a 6+ if the wounded unit is within 6&amp;quot; of a &#039;&#039;&#039;SOULBLIGHT HERO&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;MAGIC:&#039;&#039;&#039;All SOULBLIGHT WIZARDS know an additional spell from the Lore of Vampires. Note that this also limits Mannfred and Neferata, who would otherwise be able to choose more freely.&lt;br /&gt;
*&#039;&#039;&#039;The Bloodlines:&#039;&#039;&#039; Now this is some sweet fluffy stuff. The old bloodlines are back and with a vendetta, a juicy bloodraining vendetta. You can select one of those for all your army and that is it, free buff for every model with the &#039;&#039;&#039;SOULBLIGHT&#039;&#039;&#039; keyword (including Mannfred, Neferata and Vhordrai!), and it still applies even if the general is slain! You may notice that some look fairly better than others:&lt;br /&gt;
**&#039;&#039;Dragon Warriors:&#039;&#039; The old Blood Dragons bloodline, this allows your units to reroll 1&#039;s to hit on the turn they charge. Pretty nice since the general aggressive style of the army though it would be better if you found a way to retreat and charge in the same turn. Turns mostly useless if you get Mannfred, pick something else then since his CA makes this quite redundant.&lt;br /&gt;
**&#039;&#039;Lords of the Night:&#039;&#039; These are the Von Carsteins. The bloodline allows your units to benefit from deathless thralls even if they are not within a &#039;&#039;&#039;SOULBLIGHT HERO&#039;&#039;&#039;. It is an okay buff if you don&#039;t have many characters, but it&#039;s outshone by every other choice here.&lt;br /&gt;
**&#039;&#039;Swift Death:&#039;&#039; The old Lahmia bloodline. OH BOY, this is nice. Gives your guys a +2&amp;quot; on movement plus the ability to move as if they can fly. I don&#039;t have to tell you how scary flying blood knights are. Its usefullness does not stop after the charge, since the +2&amp;quot; and fly can really help you nab some far away objective lategame and charge over enemy chaff.&lt;br /&gt;
**&#039;&#039;Necromantic:&#039;&#039; The old Necrarchs. Allows you to add 1 to casting and unbinding rolls for &#039;&#039;&#039;WIZARDS&#039;&#039;&#039; and give a -1 bravery to enemy units within 6&amp;quot; of one of your units. Can be combined with the Ruby Vial you can get -2 bravery and your standards for -3 bravery which is not bad at all. This is probably the go-to line if you want to use the Prince unique spell reliably.&lt;br /&gt;
*Do note that Soulblight Allegiance has no gravesites or sweet command ability that lets you bring SUMMONABLE units back to the field. You should using an elite army however so it&#039;s not like you&#039;d get a lot of mileage out of either of those.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Revenant:&#039;&#039;&#039; Add 1 to the wound characteristic of your general. Pretty straightforward and not too bad but there are better choices.&lt;br /&gt;
*&#039;&#039;&#039;Dread Knight:&#039;&#039;&#039; The general re-rolls 1&#039;s to hit against an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; in the combat phase. This would have been cool if it affected the mount too, as it is it&#039;s not great.&lt;br /&gt;
*&#039;&#039;&#039;Transfix:&#039;&#039;&#039; Now we&#039;re talking. One enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; per phase within 3&amp;quot; have to subtract 1 from his hit rolls that target the general. A nice duelist tool.&lt;br /&gt;
*&#039;&#039;&#039;Mist Form:&#039;&#039;&#039; This is great. If the general retreats from a fight, he can do it as he could fly and then he can charge. Really awesome if you get in a sticky situation, want to charge a unit behind the enemy lines or just want to keep getting the lance bonus if you&#039;ve sat the general on a dragon. This could lead to kitting your VLoZD with melee centric artifacts, like the Saccharine Goblet or Girthstrike, and rightfully so. Your VLoZD will not be as smashy as Vhordrai but he will be more reliable and present, being able to change his target every time he retreats.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039; Good old extra mortal wound on a 6+ roll to wound. Goes along great with the Saccharine Goblet for having mortal wounds on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Blood Fury:&#039;&#039;&#039; Add 1 to the attacks of every melee weapon of the general, which translates to add one attack to the only weapon of the general (usually). Only good if you give it to a Vampire Queen on Coven Throne as it gives you a Predatory Bite attack, but don&#039;t count on it, as it&#039;s still just a minor buff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Soulblight Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Slaking Blade:&#039;&#039;&#039; Choose a melee weapon. When it has dealt at least 6 wounds the model heals D3 wounds and the weapon get a permanent +1 damage. Cool and simple, you&#039;re going to get that bonus fast (since unless you&#039;re using a Vampire Queen, all of the weapons you can choose deal 2, 3 or D3 wounds) however it&#039;s not the best choice here.&lt;br /&gt;
*&#039;&#039;&#039;The Scabbing Plate:&#039;&#039;&#039; If the general deal at least a wound in the combat phase he heals a wound. Since our heroes are quite slashy, that should not be too hard to do, but overall it&#039;s not worth it unless it&#039;s used with a dragon. For a foot lord the Slaking Blade can heal you at about the time you&#039;ll need the Scabbing Plate and if you really need a heal fast, just use your chalice. If it&#039;s on a dragon however, then it can really help deal with the wounds dealt to the character since with the Hunger and Mist Form you can virtually guarantee kills (causing it to healing 2 wounds per combat phase) and with the size of the model (and their reputation) you can guarantee it&#039;s going to need the heals sooner or later to keep its stats up.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Wing:&#039;&#039;&#039; It is an angry bat. You choose an enemy unit within 30&amp;quot; and roll a dice. On a 3+ the bat tears out the eyes of a model, dealing one mortal wound to the unit. Not good, you&#039;ve got Mist Form and regular (so to speak) bats if you really want to close in on mages, let alone the fact that you&#039;ve got nothing to combo the bat familiar with.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of the Sanguine Throne:&#039;&#039;&#039; Now this is a nice piece of awesome. Once per charge phase it allows a &#039;&#039;&#039;VAMPIRE&#039;&#039;&#039; unit within 12&amp;quot; of the bearer to re-roll a failed charge. Good in general honestly. &lt;br /&gt;
*&#039;&#039;&#039;The Saccharine Goblet:&#039;&#039;&#039; Fantastic. Other armies have items that can only be used once per game to give half the effect this item delivers. Giving +1 to hit and to wound is great in general, but it really goes above and beyond when combined with Killing Blow or Blood Fury on a Vampire Queen. The Queen&#039;s kiss becomes a lot more effective (going from 1 attack with 3+ to hit and 4+ to wound, to 2 attacks with 2+ to hit and 3+ to wound) while the regular Vampire Lords now hit/wound on 2+/2+, with 5+&#039;s dealing a Mortal Wound in addition to their normal D3 damage. Sure there&#039;s 2 downsides, the first is that it only applies to the bearer (so no boosted handmaidens/spirits/dragon) and the second is that if you&#039;re unable to allocate any wounds at all after using it, the bearer takes D3 wounds. Honestly though, if you haven&#039;t caused any wounds with it you&#039;re either (un)healthy enough you can heal with the Chalice next turn, or you&#039;re hurt so badly the enemy units would&#039;ve finished you off even without the Goblet&#039;s help. Unless you&#039;ve got a great plan for the other items this is a solid go-to choice.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Vial:&#039;&#039;&#039; Once per battle you can use this to give ALL enemy units a -1 to bravery and charge rolls for one turn. Use it wisely and keep in mind, it lasts for 2 combat phases. Also it stacks with Necromantic Bloodline and banners, so this will make units charged by necromantic Blood Knights have a -3 bravery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{color|darkslateblue|Death}}===&lt;br /&gt;
This is for the player who wants the game to be on hard mode. Want to play with Ghouls, all the ghosts, Tomb Kings, and Bonereapers all in one army. Want to play Legions of Nagash, but without any of the bonuses that make them good, or do you want to play Grand Alliance: Death armies but without anything that prevented them from being shit? Then look no further! If you&#039;re interested in winning, however, pick literally any other Allegiance Ability. You are allowed to take any death unit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions:&#039;&#039;&#039; Roll a D6 when wounds are allocated so long as the unit they&#039;re being allocated to is within 6&amp;quot; of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is not going to help all that often but it&#039;s a free benefit (and literally your only benefit, no gravesites or sweet command ability for you) so you might as well enjoy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Night:&#039;&#039;&#039; The general increases their Deathless Minions effect to 12&amp;quot;. Not great, there are far better choices on here.&lt;br /&gt;
*&#039;&#039;&#039;Predator of the Shadows:&#039;&#039;&#039; +1 to hit and wound if your general&#039;s in cover. Decent, you can fly your vampire lord into cover and get a good benefit from this or put it on a Wight King to further boost decapitating strike. The only problem will be in trying to figure out how to make the fighting take place around cover (if you&#039;re going for objectives you should look at a different trait).&lt;br /&gt;
*&#039;&#039;&#039;Death Incarnate:&#039;&#039;&#039; Your general drops a morale bomb each Hero Phase by rolling 2 dice, and if the value equals or exceeds the Bravery of an enemy unit within 3&amp;quot; of the general, the unit chosen is smacked with D3 Mortal Wounds. Combat&#039;s where a lot of your leaders want to be so this one&#039;s not bad at all, even if you need to duck behind friendly units the 3&amp;quot; range means it can still help against mortal units.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Black Arts:&#039;&#039;&#039; Becomes a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; with all that jazz and get a +1 bonus to cast/unbind if they&#039;re already a wizard. This is great and should be your go-to choice unless you&#039;ve got a good gameplan for any of the others.&lt;br /&gt;
*&#039;&#039;&#039;Red Fury:&#039;&#039;&#039; On a 5+, pile in and attack again. Okay, however, the high roll might cause it to only go off once in a game.&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Horror:&#039;&#039;&#039; The number of enemy models that flee during Battleshock within 12&amp;quot; of your general is doubled. This is alright, however, it isn&#039;t nearly as good as it used to be since now anyone can pay a command point to auto-pass Battleshock tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Death Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cursed Book:&#039;&#039;&#039; Any model targetting you within 3&amp;quot; of the bearer of this artefact must subtract 1 from all hit rolls, as long as they lack the &#039;&#039;&#039;DEATH&#039;&#039;&#039; keyword. This is a good &amp;quot;leader&amp;quot; item and it stacks great with the Overwhelming Dread spell.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows:&#039;&#039;&#039; [[Heinrich Kemmler|This looks familiar...]] This can be really useful to [[Thanquol|GTFO of combat that is going badly for your hero]] or after springing a trap. The bearer vanishes and has to reappear within 12&amp;quot; of their original location and 3&amp;quot; away from enemy models, remaining where they are if that&#039;s impossible. Take note that the effect is ONLY when you should pile in, so unless you&#039;re in combat, it&#039;s useless. Also, it&#039;s only 12&amp;quot;, so have an escape route beforehand.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Unholy Power:&#039;&#039;&#039; Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn&#039;t require the bearer to be a wizard (so surprise people by giving it to a Wight King). You have almost all the &#039;&#039;&#039;DEATH&#039;&#039;&#039; range to choose, so use it when your chosen unit is going to do the most damage.&lt;br /&gt;
*&#039;&#039;&#039;Black Amulet:&#039;&#039;&#039; Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12&amp;quot;. This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12&amp;quot;, and only that much in the last turn. While it&#039;s true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things.&lt;br /&gt;
*&#039;&#039;&#039;Tomb Blade:&#039;&#039;&#039; Pick one of the bearer&#039;s weapons, each wound roll of 6+ heals a wound done to them or a friendly DEATH unit within 6&amp;quot; of the bearer. Garbage, there are better ways to heal (your vampires already have abilities/items that do this) and it&#039;ll come up too rarely and with too little benefit to matter.&lt;br /&gt;
*&#039;&#039;&#039;Ring of Immortality:&#039;&#039;&#039; [[Vlad von Carstein|He may not have returned, but his ring has]]. When the bearer is slain but before they&#039;re removed from the field roll a D6. On a 3+ they are not slain, place them back on the field within 18&amp;quot; of their original position, more than 3&amp;quot; from enemy models and with D3 wounds healed. Good for making sure your Vampire doesn&#039;t die out of nowhere (especially since they can heal with their chalice later) and if you&#039;re lucky, you can slingshot the dead character into the enemy&#039;s backlines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Castellans of the Crimson Keep Battalion}}&#039;&#039;&#039; (150pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Prince Vhordrai and 3+ units of Blood Knights (aka what you&#039;d normally get if you played Soulblight)&#039;&#039;&lt;br /&gt;
*Not a soulblight battalion for whatever fucking reason. &lt;br /&gt;
*&#039;&#039;&#039;The Shifting Keep:&#039;&#039;&#039; Pick a battlefield edge before the game starts and place the battalion to the side. Instead of being deployed normally, at the end of any movement phase they can choose to enter from this table edge, being set up within 6&amp;quot; of this edge and 9&amp;quot; away from enemy models. Keep in mind that if you do choose to use this your army will be rather lacking on the table until they show up. If you&#039;re playing an objective based game then you might want to avoid this.&lt;br /&gt;
*&#039;&#039;&#039;In the Shadow of the Keep:&#039;&#039;&#039; Whilst within 15&amp;quot; of the table edge you&#039;ve chosen for The Shifting Keep, you can re-roll failed hit rolls with your Blood Knights swords and lances. A great benefit with the same drawback.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Deathmarch Battalion}}&#039;&#039;&#039; (170pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Wight King (either), a unit of Black Knights, a unit of Grave Guard and 3 units of Skeletons&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unbreaking Ranks:&#039;&#039;&#039; At the start of each hero phase, you can return 1 slain model to each Deathmarch unit within 9&amp;quot; of this battalion&#039;s Wight King. It&#039;s like you have a single gravesite, only you have to pay a battalion bonus to get it, it only brings back 1 model instead of D3, and it can be destroyed by the enemy.&lt;br /&gt;
*&#039;&#039;&#039;March of the Dead:&#039;&#039;&#039; In your hero phase, the Wight King and all units from this detachment that are within 9&amp;quot; of him can make a 4&amp;quot; move. Solid and helps get around their (mostly) low mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Arkhan&#039;s Skeleton Guard Battalion (Open Play Only)}}&#039;&#039;&#039; &lt;br /&gt;
*Included in the Skeleton Horde box, requires Arkhan the Black, 1 unit of black knights and 1 unit of skeleton warriors. Not legal in matched play as it has no point costs, as with all detachment included in &amp;quot;Start Collecting&amp;quot; boxes.&lt;br /&gt;
**&#039;&#039;&#039;March of the Dead:&#039;&#039;&#039; All units in this battalion (Including Arkhan) get to move an extra 4&amp;quot; in the Hero phase as long as they remain within 9&amp;quot; of Arkhan, but cannot run. Given Skeleton Warriors are 4&amp;quot; movement this effectively doubles their movement, making this a solid battalion for open play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|The Wraith Fleet}}&#039;&#039;&#039; &lt;br /&gt;
*A Modification to the Death Grand Alliance and gives the following two abilities but restricts you to the following Factions: &#039;&#039;&#039;Soulblight, Deathmages, Deathrattle, Nighthaunt&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Without Warning:&#039;&#039;&#039; place a single unit in reserve and if you roll a 3+ during the Movement phase, you can place it within 6&amp;quot; of a Board edge as their movement.&lt;br /&gt;
**&#039;&#039;&#039;Nimbus of Shrieking spirit:&#039;&#039;&#039; When the above unit arrives, enemies within 12&amp;quot; subtract 1 bravery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
When giving out additional spells, Deathmages can pick spells from the Lore of the Deathmage, Vampires get Lore of Vampires, and Deathlords have access to both. There is also the Locus of Shyish. Cast any spell from any lore on an unmodified casting roll of 9+, and you get to resolve the effect twice. Which provides a great boost to many of these spells if you are lucky (~27% chance of casting twice is pretty fucking sweet). Legion of Grief doesn&#039;t get access to any of this.  Which sucks massively&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Lore of the Deathmage}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Dread:&#039;&#039;&#039; At a casting value of 5, a unit within 18&amp;quot; loses 1 from hit rolls and 1 Bravery until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Fading Vigour:&#039;&#039;&#039; At a casting value of 6, a unit within 18&amp;quot; loses a melee attack and rolls only one dice on charges until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Spectral Grasp:&#039;&#039;&#039; At a casting value of 6, pick a terrain feature within 18&amp;quot;, until the next hero phase, halve the movement of enemy units within 3&amp;quot; of the terrain at the start of their movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Prison of Grief:&#039;&#039;&#039; At a casting value of 7, a unit within 12&amp;quot;, until your next hero phase, when they try to move, on a roll of 5+, they can&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Decrepify:&#039;&#039;&#039; At a casting value of 6, a Hero within 18&amp;quot;, subtract 1 from its wound rolls and melee weapon damage (to a minimum of 1) until your next Hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Soul Harvest:&#039;&#039;&#039; At a casting value of 7, enemy units within 3&amp;quot; of the caster suffer D3 mortal wounds. Then on a roll of 5+ for each allocated mortal wound that was not negated, heal the caster by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Lore of the Vampires}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Shyish:&#039;&#039;&#039; roll for each enemy unit within 12&amp;quot; suffer a mortal wound on a 5+. Terrible, even if you&#039;re up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Gale:&#039;&#039;&#039; roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it&#039;s better than Blade of Shyish.&lt;br /&gt;
*&#039;&#039;&#039;Vile Transference:&#039;&#039;&#039; an enemy unit 12&amp;quot; away takes d3 mortal wounds and then a friendly unit within 6&amp;quot; heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. Remember kids, the caster counts as a friendly unit, so he can use this to heal himself. &lt;br /&gt;
*&#039;&#039;&#039;Amethystine Pinions:&#039;&#039;&#039; Increases the casters movement by 5&amp;quot; and grants Fly. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn&#039;t really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). &lt;br /&gt;
*&#039;&#039;&#039;Soulpike:&#039;&#039;&#039; Target a unit within 18&amp;quot;, until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage.&lt;br /&gt;
*&#039;&#039;&#039;Amaranthine Orb:&#039;&#039;&#039; has a casting value of 7, draw a 1mm line that extends 12&amp;quot; away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there&#039;s little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
While the units in the Legions of Nagash can be used alongside each other without penalty (depending on which allegiance you have anyway) there are still various factions that the dead can be broken down into. As such this section will be split between the various factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Deathlords===&lt;br /&gt;
The super-units of the army. This encompasses the main leaders of the dead (Nagash, Arkhan, Neferata, and Mannfred), as well as Nagash&#039;s most powerful servants, the Morghasts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;Nagash, Supreme Lord of the Undead:&#039;&#039;&#039; (Behemoth, 880pts) The biggest and baddest bitch you or anyone else can get. Costs a whopping 850 points and, if used correctly, is worth every single point. First, he has 16 wounds with a 3+ save which will be rerolling 1&#039;s because of his command ability. He also has a 4+ save against mortal wounds that reflect the wounds back on a roll of 6. His real sauce comes from his ability to cast 8 spells a turn. He knows his own 2 unique spells, both of which are fantastic; Soul Stealer which deals mortal wounds while healing Nagash on a 6+ per wound and &amp;lt;s&amp;gt;Pimp&amp;lt;/s&amp;gt; Hand of Dust which gives him a 50/50 chance of insta-gibbing a model in CC if he successfully casts it.  He also knows 3 spells from either of the Lores of Death. Couple this with Arcane Bolt and Mystic Shield and he can cast 7 times a turn on his own, but he also knows the spells of all Death Wizards on the board, so go fucking nuts kids. This bitch can and will demolish units with mortal wound spam whilst also healing himself with spells like Soul Stealer and Vile Transference (if he ever gets hurt) and debuffing the survivors. He can also stare at them because HIS EYES ARE LASERS or some shit. And if you still aren&#039;t convinced he also boasts one of the scariest melee profiles in the game. The staff with -3 rend and d6 damage is great but the real sauce is that fucking sword. -2 rend and 3 damage flat hitting 6 times is just brutal and scares just about everything. And a sprinkling of spirit host attacks for more mortal wounds because yes. He also boasts some fucking amazing buffs for your army. His deathly invocation is re-rollable and affects 5 units anywhere on the board. His command ability is downright fucked, re-rolling 1&#039;s to hit and for save rolls and ignore battleshock for your ENTIRE ARMY including himself. The ignoring battleshock may not seem so important because of deaths naturally high leadership but it means you just don&#039;t have to worry about certain battleshock activated abilities like a Carnosaur roar. All in all, Nagash is one of the most well-rounded characters in the game, being an incredibly dangerous model in every phase of the game and buffing the shit out of your army, his only drawback being his insanely high points cost being prohibitively expensive at low point games and forcing you to build around him at higher points. And also fuck me his model is amazing and absolutely fucking towers above everything, just like Nagash would want.&lt;br /&gt;
**As of AoS 2.0 Nagash has only gotten better. Nagash&#039;s almost guaranteed casting means you can put Endless spells down left right and center, and if you are playing realm rules, then you can access another entire Lore per game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mannfred, Mortarch of Night:&#039;&#039;&#039; (Behemoth, 340pts) Mannfred&#039;s price point means that he will be competing against VLoZDs, and he will almost never come up short. He has several factors which put his head and shoulders above other options. First is his command ability, a big bubble of rerolling 1&#039;s to hit and wound. This is a huge force multiplier and can be combo&#039;d with so many units to create massive sweeping charges. Black Knights, Blood Knights, Morghasts and other fast-moving elite units become far more dangerous when near Mannfred. Since his command ability also affects his own attacks, it makes his sword of unholy power, Ghiestvor, one of the most reliable and hard-hitting weapons in the game. Ghiestvor gains +1 to hit and wound rolls if you successfully cast a spell in your last hero phase. This hitting and wounding on 2&#039;s rerolling 1&#039;s and rend -1 means that you can bank on an almost guaranteed 3-4 d3 damage from the sword alone. Couple this with his also powerful Sickle-glaive, and his Dread Abyssal and spirit attacks, he will be crippling monsters and decimating units left, right and center. He is also a competent spellcaster, able to cast 2 spells a turn, and has an ok if a bit situational, unique spell. Where he falls short is his relative frailty compared to a VLoZD. He only has a rather meager 11 wounds and a 4+ save, and whilst this is somewhat mitigated by his 2 wound regen every time he kills a model in combat, a couple of big hits will be far more noticeable. That being said, his most powerful attacks aren&#039;t linked to the dragon, so they will not degrade as he takes damage. If it comes down to a choice between the 2, Mannfred is more of a force multiplier than a VLoZD, but there is plenty of overlap. Or just take both with a shitload of cavalry and just annihilate your enemy on a first turn charge.&lt;br /&gt;
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*&#039;&#039;&#039;Arkhan the Black, Mortarch of Sacrament:&#039;&#039;&#039; (Behemoth, 360pts) oh my if the good, old arkhan get a incredible change of his warscroll! the weapons haven&#039;t changed unfortunately, so don&#039;t expect to him to kill giant hordes, overpowered hero or terrifying monster. Before, he was the second best wizard in the LoN army, and you take him for his unique spell, the casting and dispelling bonus of +2, it&#039;s command ability and good resurrection capacity. Now he is in the group of the STRONGEST WIZARDS IN THE GAME. He now can cast 3 spells at hero phase (4 if you get his battalion), heal directly 3 wounds on 3 summonable units within 24&amp;quot;,without rolling the D3, becoming a great healer, and most important his Staff let him cast as many arcane bolts and mystic shields as he want, even if another wizard casted them. I know what you are thinking:&amp;quot;but those spell suck, they are more useless than a cairn wraith!&amp;quot;. I&#039;m sorry to say that if you are thinking this you are a big idiot. Arcane bolt deal D3 mortal wounds with a cv of ten or more, MODIFIERS ALLOWED! this mean that if you use the battalion you get a +4 bonus to his spells, dealing D3 mortals wounds at a 6+. This can be devastating if taken together with his command ability, shooting at enemy support heros from afar and with all the calm of the world (&amp;quot;that lord-castellant close to your 20 sequitors is so cute! Do you mind if I deal 4 D3 mortal wounds to him?&amp;quot;). While all of this makes him a better wizard he get an unfortunate nerf. Curse of the years don&#039;t kill an entire enemy unit if you had to do 1+,because now a 1 is always a fail, so you will have to roll always the dice even if you reach that point. Also now he doesn&#039;t know the spells of death wizards close to him, and can use his command ability only once for hero phase. Even with those nerfs, he is generally a better wizard than before, who can fight for the third place of best spellscaster of the game (after nagash and lord kroak) against the lords of change, slann starmasters and morathi. &lt;br /&gt;
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*&#039;&#039;&#039;Neferata, Mortarch of Blood:&#039;&#039;&#039; (Behemoth, 340pts) Lost her ability to create extra vampires in the updated warscroll.  Of the Mortarchs, Neferata is the melee powerhouse (by comparison), sporting seven nifty attacks by herself, has the same 2 wound lifesteal as Arkhan and Mannfred but with a bonus wound healed if Neferata killed a hero, her Dagger of Jet has the mightiest-lord-of-Khorne ability to instagib a model on a dice roll and she also has a Dread Abyssal steed plus a spirit host following her around.  Let&#039;s not forget her command ability is a -1 hit bubble that extends 15 from Neferata at full health.  On the downside Neferata gets no casting bonuses, but she can cast two spells and her signature spell lets her give a selected unit the Nighthaunt abilities to fly and ignore save Modifiers (imagine casting this on a unit of Black Knights, a Terrorgheist, or Nagash to make him immune to rend on top of everything...).  In her Legion of Blood, Neferata also subtracts -1 from the Bravery of any enemy units in 6 - with her command ability, she essentially gets the Overwhelming Dread spell for free and it can&#039;t be dispelled.  These negative modifiers DO stack if she gets near anyone already effected by Overwhelming Dread, so imagine anything fighting Neffy with -2 to hit and Bravery (everyone else will be hitting her on 5&#039;s and have bravery 6 on average).  As of AoS 2.0, the ability to use her Command in addition to other Commands gives her a huge power boost.  Compared to the other Mortarchs, she does require more fine-tuning and is a melee/debuff combo character.  Run her alongside Nagash and watch your enemy flail ineffectually as he tries to figure out whether he should just go for Nagash or kill Nef first to drop the negative hit modifier.  Or run her alongside her old flame Arkhan so you can divide your opponents&#039; attention between her debuffs, his spellcasting and at least 1+ deathstar unit you now have the points to bring (I&#039;m looking at you Mortarch Harbingers).  This is all while you are systematically ruining their army.&lt;br /&gt;
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====Deathlords Units====&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers:&#039;&#039;&#039; (Min:2 Max:6 210pts) {{color|red|No longer }} &#039;&#039;Battleline&#039;&#039;{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. Excellent, it&#039;s like having a unit of characters. Harbingers roll 3D6 when they charge (so no snake eyes to fuck you over) and with their halberds (which you should always take over the swords) they put out an absurd amount of damage, obliterating everything in their path, this includes monsters and the characters riding them. Strike first and cripple whatever you&#039;re up against, they can take the retaliation when it&#039;s their turn thanks to their 6 wounds and 4+ save. Give them further buffs with command abilities if you&#039;re up against a similar deathstar, then sit back and watch the show. &lt;br /&gt;
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*&#039;&#039;&#039;Morghast Archai:&#039;&#039;&#039; (Min:2 Max:6 210pts) {{color|red|No longer }} &#039;&#039;Battleline&#039;&#039;{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. The same thing as the Harbingers only they have mortal wound protection instead of 3D6 charge. More situational than the Harbingers, the Morghast can tank a ton of effects that cause mortal wounds already, but if you plan on using them as a backup for a battleline then you can definitely choose them over the Harbingers. Best Used as bodyguards for Nagash in the First Cohort Warscroll Batallion, as their 5+ against mortals works after to pass them off from Nagash. Just like the Harbingers they have the option of going between swords and halberds, but considering what you want them to be up against (elite and monsters), go with the halberds. The extra rend and damage will do you much better.&lt;br /&gt;
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*&#039;&#039;&#039;Grave Guard:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; and &#039;&#039;Battleline&#039;&#039;. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also having the potential to deal double damage on a wound roll of 6+. You can take 30 of these guys for a very steep price, but since they have 1&amp;quot; swords, it&#039;s unlikely they will all be able to attack HOWEVER they&#039;ll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades.&lt;br /&gt;
**15 seems to be the golden number for unit size. Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1&amp;quot; weapons.&lt;br /&gt;
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===Soulblight===&lt;br /&gt;
The vampire faction and one of the most elite armies in the game, right behind the Everchosen. Good if you want a cavalry-heavy force, very fast and very hammery, not so much if you want a cheap army (both in terms of cash and points).&lt;br /&gt;
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====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;Mannfred, Mortarch of Night:&#039;&#039;&#039;(Behemoth, 380pts) Read Deathlords entry.&lt;br /&gt;
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*&#039;&#039;&#039;Neferata, Mortarch of Blood:&#039;&#039;&#039;(Behemoth, 380pts) Read Deathlords entry.&lt;br /&gt;
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*&#039;&#039;&#039;Prince Vhordrai:&#039;&#039;&#039; (Behemoth, 480pts)He is basically a vampire lord on zombie dragon on steroids which wake up really early in the dusk and have no time for any of your bullshit. No, seriously, this guy is a fucking blender and probably a claimer for the title of smashiest hero in the game. Better statline than a VLoZD with lance, chalice and shield but his lance has an additional attack and rend -2 and a fucking angry dragon which can spit some death-fire-rape-juice that causes FUCKIN 6 MORTAL WOUNDS when full hp (it can degrade quite quickly if the enemy focuses him down but remember that he can heal). To add some gravy on a really really bloody beef, his unique spell allows him to add 1 to BOTH HIS HIT AND WOUND ROLLS. I mean, Nagash almighty, that is downright terrifying. His command trait allows a hero to attack as if it were the combat phase (this hero cannot be him unfortunately, that would have been waaaay too gross) or, if the hero is a wizard (which all of your heroes are), to cast an extra spell, so you can consider bringing another VLoZD along with him if you plan to smash some eggs with your dragon goon squad. He comes at 40 points more than a vanilla VLoZD, so if you&#039;re going to be bringing one Lord on Dragon, you would do well to bring him unless you&#039;ve got a really good plan on what to do with the regular VLoZD.&lt;br /&gt;
**If you want an incredibly expensive deathball, run Vhordrai and Mannfred in the same army. Whilst this combo is more expensive than fucking Nagash, you have some of the highest damage potential in the game. Vhordrai&#039;s stats with Quickblood mesh super well with Mannfred&#039;s command buff, making his already crazy power incredibly reliable, and there aren&#039;t many targets for Vhordrai&#039;s command ability better than Mannfred. The only thing holding this back is the average reliability of casting Quickblood itself, though this is remedied by including (even as an ally) a Mortis Engine, corpse cart or taking the necromantic bloodline. The Mortis Engines buff to casting means that Vhordrai and Mannfred will be much more likely to cast their unique spells whilst also adding a source of regen and mortal wounds to the pair. This combo could potential put out 6+3d3 mortal wounds in a turn (not including Mannfred using a non-unique spell (Amaranthine Orb for +d6 (Or even 2d6 if double cast))) before charging and doing an average of at least 40 damage to a 4+ save opponent, and if you double turn use Vhordrai to give Mannfred a free attack in the Hero phase. If there is anything left after the attack you just pulled, either you are the unluckiest person in the world, or your opponent is cheating.&lt;br /&gt;
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*&#039;&#039;&#039;Coven Throne:&#039;&#039;&#039; (Behemoth, 260pts) For when you really want to cherry-tap some shmucks in luxury. This thing pours out TWENTY-FIVE attacks in melee. They also allow you to reroll a single dice this model rolls per game.  Still, good for getting off that spell you need in a pinch. Has a meh unique spell (Bravery test on 3D6, if they fail they cannot attack the caster, fine agent hoard not so with heroes). Can be good if you&#039;re up against mortal units, otherwise stick to stuff like Vile Transference, Amethyst Orb or Soul Pike. Its Command Ability lets you allow a Death unit to Re-roll all hit, wound, and save rolls of 1 until your next hero phase, which is great. It&#039;s also ridiculously fast with a 14&amp;quot; flying movement.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodseeker Palanquin:&#039;&#039;&#039; (Behemoth, 300pts) Similar to the Coven Throne, only it sucks. It can increase the attack of all &#039;&#039;&#039;Soulblight&#039;&#039;&#039; units if a Hero is slain near it, but you&#039;ve already got traits or abilities for that. It has a short-range missile weapon that deals d3 mortal wounds if you roll higher than the unit&#039;s leadership with 2 dice. is also has a 12&amp;quot; spell that targets a hero that has a 50% to deal 1 mortal wound, 1/3 to deal d3 and a 1/6 chance to deal d6 mortal wounds. Just skip it, it&#039;s not worth the ridiculous points you have to pay for it (being 40 points more expensive than a Coven Throne and nowhere near as useful, gaining a possible 1 extra attack for your dudes instead of a shitload more damage).&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Lord:&#039;&#039;&#039; (140pts) While most armies must choose between fighter and caster, your Vampire Lord does both. He&#039;s got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. It can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon. Since the command ability grants an additional attack with each weapon of the affected unit, it&#039;s best to use this on models with few strong attacks or better yet on models with more than one weapon profile. If you want to be a real jerk, use the Lord&#039;s buff on a Dragon, which turns into an absolute rape machine thanks to this. Using his command ability on a big unit of skeletons is also a great tactic to just drown the enemy with attacks. If you play carefully enough, 30 skeletons would be getting 4 attacks each (1 attack base, +2 attacks with a unit of 30, +1 from buff) with +1 to hit if they are near a lord. He has a blood chalice that gives him back D6 wound once per game (it&#039;s &#039;optional&#039;, but since there&#039;s no downside to taking it you should always have it), increasing the dude&#039;s (un)life span. All in all, a quite nice little hero that can be a pretty scary backline assassin, ready to debuff an enemy monster and then jump some squishy unit while topping up your own dudes or putting a serious hurt on the enemy with the right spells.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Lord on Zombie Dragon:&#039;&#039;&#039; (Behemoth, 440pts) Unless you&#039;ve already taken Vhordai, there is next to no reason to take this dude as he&#039;s only 40 points cheaper and doesn&#039;t have nearly the same statline to compensate for being similarly priced (they have their uses, however, see the point below)That being said, he does still have a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he&#039;s a Wizard, but with a very gimmicky unique spell that will never see use. His Command Ability is providing re-rolls To Hit to a friendly Death unit, which works well with your already high to hit values (or if you really needed a Bat Swarm to hit something for once). His durability is also something to be amazed at, not only does he have a once per game chalice of blood that heals him D6 wounds, the right traits/equipment (see above) can help the dragon live far longer than most monsters too. Get Vile Transference, Mist Form and the Scabbing Plate and you&#039;ll passively heal 2 wounds nearly every combat phase, heal D3 wounds per spell cast and heal D6 wounds once per game if you really need it. Keep that statline up so that the dragon can keep ripping and tearing. This guy will have your opponents wishing they were playing Legions of Nagash.&lt;br /&gt;
** They can have some utility that Vhordrai lacks.  Give him some spicy fucking command traits and artifacts and watch him fucking go.  Say your army is from Shyish, which it should be, and give him the Ethereal Amulet for a 3+ UNRENDABLE SAVE.  Or take him in a Legion of Blood where he gains +1 attack for every melee weapon, then give him Walking Death where every hit roll of 6+ doesn&#039;t roll to wound but does the general&#039;s melee weapon&#039;s damage in MORTAL WOUNDS (sadly this doesn&#039;t work for the Zombie Dragon&#039;s attacks as well or this would be overkill to make Vhordrai almost redundant) and combine it with his ability to re-roll hits AND the artifact of the realms Ghyrstrike, which will net him a +1 to hit and wound. Or a mix of the previous, and there are several other spicy combos.&lt;br /&gt;
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====Soulblight Units====&lt;br /&gt;
*&#039;&#039;&#039;Blood Knights:&#039;&#039;&#039; (Conditional Battleline: Soulblight army, 200pts, Min:5 Max:15)&#039;&#039;Battleline&#039;&#039;. BK&#039;s are one of the most contentious units and for good reason. First, the models themselves are dated and crazy expensive. 5 of them will set you back a Baneblade (Fingers crossed for new models). Second, they are also quite expensive points-wise, clocking in at 40 points more expensive than Chaos Knights, which are comparable albeit inferior, and 80 points less than a max unit of Skellingtons. Finally, the changes to banners mean they have lost their source of model regeneration. They still heal 1 wound when they kill something, but lacking the summonable keyword, this is their only form of healing outside of spells. So what do you get for all this? You basically get Chaos Knights with Glaives, but +1 to hit, an additional attack, permanent -1 rend, and d3 damage on the charge. They also have all the standard death goodies of shields, banners, and hornblowers. The Kastellan adds +1 to attacks instead of +1 to hits. Put bluntly they are a very expensive unit that is capable of dealing huge amounts of damage on the charge. The problem is your opponent will know this and will take them out ASAP. They are fairly tough, but the loss of regen has really hurt them in this department. But this isn&#039;t to say that they haven&#039;t gained anything from the new rules. If taken in a Legion of Blood army, they each gain an additional attack (horses included) and an additional -1 to bravery that stacks with their banner. This bonus to attacks makes this unit one of the single most offensively powerful units in the game. You basically have an entire unit of Vampire Lords or Daemon Princes&#039; on the charge. A unit of 5 will be putting out 21, -1 rend, d3 damage attacks, and 15 horse attacks every turn, at -2 to bravery. If you have a Vampire Lord within range use its command ability on them, they&#039;ll be putting out 26 attacks. If you can get some rerolls in there you&#039;ll be putting out 20+ damage a charge, enough to annihilate most units and monsters. Blood Knights are powerful, but they do require quite a bit of list tailoring and building your play around them maximize their power, but when you do, oh fucking boy will you mentally scar your opponent. It can be a good idea to take a unit of 10 if you got 400 points to spare (it perfectly fits in the ally slot, curious) and you will have a terrifying hammer unit. Remember to support them with a vampire lord, coven throne or mannfred CA for extra smashyness or with Nefertiti to make them extra annoying.&lt;br /&gt;
**With the advent of GH2019 these bad boys are now 200pts for 5, and way more reliable and just as powerful as before. Very strong now in a Legion of Blood or Soulblight army, especially in units of 10.&lt;br /&gt;
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*&#039;&#039;&#039;Vargheists:&#039;&#039;&#039; (Conditional Battleline: Soulblight army, 150pts, Min:3 Max:12)&#039;&#039;Battleline&#039;&#039;. These guys are a cheap hammer unit, and man does they do work. They are not particularly durable, but they are very fast and swing for 2 damage a hit, AND for every model they kill they roll a dice and on a 6 they get an additional attack. Legion of Night loves these guys for the ability to outflank with them. They are not quite as strong as Morghasts (another hammer unit) in terms of raw power, but you are saving 60 points by taking Varghiests over them. But hey! Why not take both? It is advisable to take both as they do sort of fulfill different roles. Varghiests especially excel at murderising hordes. Those additional attacks can really stack up, as multiple damage attacks against hordes can wipe out a lot of models. This is not to say they aren&#039;t versatile, but they are a fantastic unit to clear out enemy tarpits with their sheer speed and damage. Consider that against a unit with a 5+ save (the staple for horde/chaff units), 3 of these boys will kill an average of 8 models, which will probably become more if said chaff has low morale. For 150 points this is very nice&lt;br /&gt;
**With the GH2019 they are battleline again in a soulblight army, so grab some of these fuckers and run them along with your blood knights to murderize some hordes while their more sophisticated kin dispatches more elite targets on the charge. &lt;br /&gt;
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*&#039;&#039;&#039;Bat Swarms:&#039;&#039;&#039; (SUMMONABLE, 80pts, Min:2 Max:8) They&#039;re swarms. A lot of attacks, awful Hit, and Wound rolls. Their flavor heals all wounds if it inflicts a wound, but that&#039;s not why you take them. You take them because all enemy units within 12&amp;quot; of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12&amp;quot; flying movement. Keep in mind too that their melee range is 3&amp;quot;, in effect meaning that you can put them behind Blood Knights, Fell Bats or Vargheists to inflict further wounds on enemy units while keeping them relatively safe. Have them come up to the side of those units so that hordes can&#039;t lap around them (while still letting them heal all the damage they receive) and you&#039;ll appreciate them more.&lt;br /&gt;
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*&#039;&#039;&#039;Fell Bats:&#039;&#039;&#039; (SUMMONABLE, 80pts, Min:3 Max:12) These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity dies, they double their attacks for the rest of the game, granting 6 attacks to each bat. If you&#039;re going to use them then you should keep them near your Blood Knights or Vampire Lord (despite their movement). Once those units kill something then these guys become great.&lt;br /&gt;
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===Nighthaunt===&lt;br /&gt;
Spooky ghosts. The Nighthaunt have their own book and if you want to use them exclusively, [[Age_of_Sigmar/Tactics/Death/Nighthaunt|you should look elsewhere first]]. With the release of Age of Sigmar 2.0, many Nighthaunt units have been FAQ&#039;d to be available to Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night armies. Several of these units are pretty great in a LoN army and should certainly be considered. You still have to ally in any other Nighthaunt units from their Battletome though.&lt;br /&gt;
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====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;Cairn Wraith:&#039;&#039;&#039; (60pts) The Cheapest hero and a Ghost. A hero with only four wounds, that&#039;s unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that&#039;s basically a Stormcast&#039;s Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he&#039;s pretty blendy, too. In open play, you can also field 3 or 4 of these guys in an unofficial unit and watch them tear through chaff (With scythes go figure). Sadly this doesn&#039;t work as well in matched play as these guys fill up your precious hero slots and considering how useful your heroes are right now, there&#039;s barely any reason to use this guy anymore&lt;br /&gt;
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*&#039;&#039;&#039;Lord Executioner&#039;&#039;&#039; (80pts)  a Cairn Wraith that became a Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee.&lt;br /&gt;
**Use with a Guardian of Souls nearby and with the Headsman&#039;s Judgement, this guy can dish out some serious hurt.&lt;br /&gt;
**Sadly, only does the extra damage on unmodified wound rolls of 6.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Banshee&#039;&#039;&#039; (80pts) Remember what we said about shooting? This is one of the few units that has a shooting phase in our army and her attack deals mortal wounds based on the opponent&#039;s Bravery. She has classic Nighthaunt defenses and Frightful touch BUT she only makes one attack. Her weapon has a solid profile, but it&#039;s better to keep her out of melee range and instead support your Skeletons with Deathless Minions. Her Scream has great synergy with any unit or death wizard that reduces bravery. She also is pretty affordable as far as hero units go, just make sure you don&#039;t bring her along when you fight high bravery armies like Daemons and Death. She shines vs Stormcast and grots because they have low bravery and are vulnerable to mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;Knight of Shrouds&#039;&#039;&#039; (100pts)  The Ghost Commander, CA that grant +1 to hit for Nighthaunt. He can work very well with some of the Nighthaunt elite infantry, although he does struggle to keep up with mounted ghosts. Other than that he functions similarly to a Vampire Lord. Same wounds, similar weapon except for 2 damage instead of d3, has regen but only when killing heroes. He is alright, but for 20 points more you can get the one on a horse with a better command and an additional wound.&lt;br /&gt;
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*&#039;&#039;&#039;Knight of Shrouds on Ethereal Steed&#039;&#039;&#039; (120pts)  Mounted variant of the guy above. Similar stats, with double the movement and, one extra wound plus the extra attacks from the spooky horse, and his command ability gives +1 attacks to a Nighthaunt unit wholly within 18&amp;quot; instead. Actually, a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Nightmare Lantern&#039;&#039;&#039;  (140pts) A Wizard healer and Ghost support. His exclusive spell restores d6 wounds/resurrect of SUMMONABLE NIGHTHAUNT unit within 24&amp;quot;, while he also makes every Nighthaunt wholly within 12&amp;quot; add 1 to their wound rolls, which is phenomenal for Chainrasps and inconsequential to Spirit Hosts. He is a welcome addition to making your Ghost LoN undying.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass&#039;&#039;&#039; This variant is more useful to LoN armies than Nighthaunt ones, as while his spell only affects Nighthaunt units (allowing one to move in the hero phase, and if they retreat they can still charge that turn), his other ability is more general - enemy units within 9&amp;quot; of this model only roll 1D6 when charging, rather than 2.  Sadly just too short-ranged to affect deep strikers, but could lead to some amusing [[rage]] from your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Torment&#039;&#039;&#039; (120pts)  Obnoxious little guy with average stats, but good weapon stats(4+/3+/-2/D3 and &amp;quot;2 range) and the ability to restore d3 wounds to a Nighthaunt unit within 6&amp;quot; at the beginning of each Battleshock phase if at least 3 enemy models died in the turn (3 wounds with no roll if the dead guys are all Stormcasts). Plus every Nighthaunt unit within 12&amp;quot; can reroll any 1 to hit. He is a must-have in any Ghost focused legion. Another great support piece for Etherial LoN Lists.&lt;br /&gt;
&lt;br /&gt;
====Nighthaunt Units====&lt;br /&gt;
*&#039;&#039;&#039;Chainrasp Horde&#039;&#039;&#039;  (SUMMONABLE, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 80/280pts, Min:10 Max:40) Get undead chaff, give them 6&amp;quot; flying and a unmodifiable 5+ save. They make superior chaff. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re 10 or more. Get a bunch of heroes around them to buff their attack stats and enjoy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glaivewraith Stalkers&#039;&#039;&#039; (SUMMONABLE, 60pts, Min:4 Max:16) Another unit with annoying attacks. They reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not) and with drummer to retreat &amp;amp; charge. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, you might want to bring larger units of them to prevent &amp;quot;ye olde hexwraiths-getting-deleted-in-a-single-turn&amp;quot; conundrum. Have a hero that heals/resurrects float around with them, and turn that 1 Wound per Model disadvantage into some tasty tasty enemy-morale-breaking heals/resurrects. &lt;br /&gt;
**Alternate Opinion: Never take them for anything but character hunting, as the glaivewraiths get rerolls to hits where the grimghasts do not, namely on units with less than 5 models. They have a cheap minimum unit, unlike the grimghasts, so taking a small unit to fill out a list and add even more table presence to your army is good.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grimghast Reapers:&#039;&#039;&#039; (SUMMONABLE, 160/420pts, Min:10 Max:30) These guys are both cheap and resilient and can pack a punch in melee with their 2 attacks and -1 Rend, especially if buffed by Vanhel&#039;s Dance Macabre from a Necromancer or Blood Feast from a Vampire Lord. You could even take one of the Nighthaunt heroes listed above, most of which have Nighthaunt-specific buffs. They can also re-roll hit rolls against units with 5 or more models, making them great against medium to large elite units and hordes. With their very high movement of 8&amp;quot; and the FLY keyword, they can take objectives quickly and efficiently. Unless you really want to run nothing but skeletons, consider the Grimghast Reapers as a cornerstone of your army. A good way to fit these guys into your army is to drop one of your horde Battleline units and replace them with cheap Dire Wolves, freeing up the points for a large unit of Grimghasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Hosts:&#039;&#039;&#039; (SUMMONABLE, 120pts, Min:3 Max:12) Oh boy, these ghoulish ghastlies are by far one of the most underrated units in the battletome. They seem expensive at first but they come with a lot of nasty surprises. First, like all Nighthaunt units, they have a 4+ save that cannot be modified positively or negatively (for those coming from 40K it&#039;s like an invulnerable save) they have 6 attacks each and if they hit on an unmodified 6+ they deal a mortal wound instead! These guys will be dishing out mortal wounds left at right all while being durable as fuck. And if that wasn&#039;t enough they are SUMMONABLE meaning they can regen wounds and fallen units (remember they have 3 wounds each meaning that they can only resurrect on a 5+ with deathly invocation and gravesites also holy shit they have 3 wounds.) It&#039;s worth saying that units of 3 or 6 are probably your best bet seeing as they have large bases and it would be hard for say 9 or 12 to all be in combat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hexwraiths:&#039;&#039;&#039; (SUMMONABLE, 140pts, Min:5 Max:20)  Hexwraiths occupy an interesting spot in LoN. On paper, they are better than ever. Summonable makes them Resection. Their Frightful Touch common to all Nighthaunt Units let them bypass rolls with mortal wounds. But the buff of Black Knights means you have 2 types of cavalry to pick from, (not including Blood Knights) and in a lot of cases, Black Knights are superior. They have the ability to deal far more wounds for 20 points less. But Hexwraiths do have several things over their cheaper cousins. They have far better durability, with the classic Nighthaunt 4+ unmodifiable save. They are also substantially quicker due to having fly and ignoring terrain and models when moving, and the ability to deal MWs to a model if they do move over them. Hexwraiths also have  -1 rend on their scythes, making them far better in protracted combats or if they are charged first. Hexwraiths are then better suited at striking at vulnerable enemy units. Their speed and resilience mean that they are very good at taking out enemy support elements and assassinating enemy war machines and characters that stray, as well as dodging screening units. Nothing is quite as troll-y than flying straight over your enemy&#039;s tarpit, dealing a handful of mortal wounds to it and charging the archers behind them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion Black Coach:&#039;&#039;&#039;(120pts) Theoretically, the old Black Coach is pretty good, especially if you keep buffing it with Wizards. The problem with this is that in order to get all those buffs, you pretty much need to spam Wizards, which you are already spamming in some builds.&lt;br /&gt;
**It &#039;&#039;is&#039;&#039; fast with a 10&amp;quot; move, but lacks flying (gaining it later at the Fourth Level of Evocation of Death.) and is missing the Nighthaunts penchant to ignore rend. He has the same weapon as the Cairn Wraith and the reroll hits if a unit has 5+, with the addition of 4 more attacks with his horses. So in an AOS1 Nighthaunt Allegiance army he will not level up reliably and costs the same as two Cairn Wraiths...the Wraiths will have 1 more wound, collectively, and double the good attacks on top of ignoring rend, oh and they fly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deathmages and Deadwalkers===&lt;br /&gt;
Necromancers and their zombies. Your main source of cheap wounds and surprisingly effective hordes, the spells to keep your army in the fight and the Mortis Engine.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Deathmages====&lt;br /&gt;
*&#039;&#039;&#039;Necromancer:&#039;&#039;&#039; (&#039;&#039;&#039;Hero&#039;&#039;&#039;. 130pt) they can use what is basically 40k&#039;s Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That&#039;s great because you really need these guys alive and out of harm&#039;s way. They can cast a spell a turn, in addition to the great spells the legion gives, they have a very powerful unique spell that lets a friendly SUMMONABLE unit pile in and fight twice, which gets A LOT more mileage out of your Zombies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortis Engine:&#039;&#039;&#039; (&#039;&#039;Behemoth&#039;&#039; 180pts), strictly speaking, they are not a &#039;&#039;Leader&#039;&#039; for whatever reason (interring your own necromancers and using them as weapons might have something to do with that). The Mortis Engine is a support behemoth that provides several useful abilities and attacks. First, it has 12 wounds, and a 4+ save and a movement of 14&amp;quot;, giving it some pretty impressive stats. It has several different attack profiles, in combat, it has 2 spirit hosts worth of damage, and the Corpsemaster&#039;s Staff, which is your standard wizard attack that deals d3 damage and will never hit. It also boasts an aura of banshee screams, rolling 2d6 against any enemy unit within its range and dealing d3 mortal wounds if you beat their bravery. It has utility in its Bound Necromancer, giving +1 to death wizard casting within 12&amp;quot;, and -1 to all other castings. Its real sauce is that once per game in the hero phase you may open the Reliquary, allowing you to roll 4d6 and everything within that range will either take d3 mortal wounds or heal them if they are death units. This ability can be obscenely powerful. Coupled with its Banshee screams it is not unlikely that you can throw out an absolute bucket of mortal wounds, whilst also healing your own troops. This makes the Mortis Engine hilarious when put near spellcasters like Nagash and Arkhan, making their casting guaranteed, or just buffing your regular Necro&#039;s and Vampires, as well as once per game healing them all and blasting anyone that gets too close. It can also be used as a hilarious tarpit, where you can throw it into the heart of the enemy&#039;s army due to its high movement and fly, and your opponent will either have to divert serious attention to murder it or just run away before it nukes and heals itself. That being said this monster will not hold up in combat against powerful melee units and is best used to support your casters from behind a wall of skeletons where it can use its ranged attacks to damage enemy units and provide a powerful counter push if you need.&lt;br /&gt;
&lt;br /&gt;
====Deadwalkers====&lt;br /&gt;
*&#039;&#039;&#039;Zombies:&#039;&#039;&#039; (&#039;&#039;Battleline&#039;&#039;&amp;quot;Summonable&amp;quot;, 60/320pts, Min:10, Max:60) , and for any army at that. Zombies are in a rough spot. They&#039;re actually quite good, but wolves and skeletons are stiff competition. They can get 3+/3+ if they have 40 or more models. (2+/3+ if there is a corpse cart) The maximum unit size for these guys is a whopping 60 models. They have only 1 attack each and no save BUT they are summonable and if they kill a unit in the fight phase, on a roll of a 6 they become a zombie! If you have them don&#039;t be afraid to run the zombie train, but unless you really like zombies, I would advise new players to stick with skeletons for big hordes. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dire Wolves:&#039;&#039;&#039; (&#039;&#039;Battleline&#039;&#039;&amp;quot;Summonable&amp;quot; 70pts  Min:5, Max:30), and for any army at that. These mangy pups are actually really good thanks to the new battletome. They have two wounds and are fast as fuck which is useful for grabbing objectives and they are SUMMONABLE meaning these guys can resurrect fallen models just like skeletons can. (Although, thanks to the wording on Deathly Invocation, you can only resurrect a wolf on a result of 2 or more on a d3.) And to top it all off, these guys are going to be your cheapest battleline because unlike Zombies and *somewhat* Skeletons; they are very effective taken as a minimum sized unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corpse Cart with Unholy Lodestone:&#039;&#039;&#039; (80pts) Buffs your pups and zombies while boosting your own casting abilities and helping your units recover thanks to Deathly Invocation, what&#039;s not to like? Maybe its combat abilities, but then again you&#039;re not paying to see it win fights its for magic and raise spam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corpse Cart with Balefire Brazier:&#039;&#039;&#039;(80pts) The polar opposite of the other corpse cart. Replaces buffs with hampering casting and damaging close by wizards. Skip always for Unholy Lodestone as the Brazier needs be close to the enemy which it&#039;s ill-suited for and you usually be pairing zombies with a wizard.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Deathrattle===&lt;br /&gt;
Your skeletons and Wight Kings. They vary between chaff and actual damage dealers. They form a very reliable backbone for the Legions of Nagash armies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;Wight King w/ Baleful Tomb Blade&#039;&#039;&#039; (120pts) The Wight King on foot is unfortunately pretty unremarkable (The model does look cool so props if you field him). Wight King on a steed, however, deserves a special mention and there is literally no reason why you should run him on foot as it gives you nothing compared to boosted movement and extra attacks. Being a mounted unit, he is a solid addition to a unit of black knights/hexwraiths/dire wolves giving them Deathless Minions and possibly his command ability for black knights while also keeping up with them. He is pretty decent in melee but admittedly is outclassed by a Vampire Lord on Steed which is only 20 points more for a better weapon and access to spells (his command ability carries a steep price).&lt;br /&gt;
**Here&#039;s some food for thought. A Wight King w/ the Baleful Tomb Blade with the Lord of Nagashizzar trait also gives +1 attack to himself, while a Wight King of the Legion of Night can claim a 2+ save while in your territory to help not being shot at. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wight King W/ Black Axe:&#039;&#039;&#039; (120pts) Lacks a steed option and has a worse save than its Sword counterpart. Instead, the model can slay enemies that it has allocated wounds to on a 6+, while halving the damage it takes from an attack, rounding up (the remainder are negated). Not a great choice by any stretch of imagination, the insta-kill will come up too infrequently to matter while the armour isn&#039;t going to save him from good damage dealers or even normal units. If you want damage, just pay the extra 20 points to get a Vampire Lord.&lt;br /&gt;
&lt;br /&gt;
====Deathrattle Units====&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Warriors:&#039;&#039;&#039; (Battleline, &amp;quot;Summonable&amp;quot;, 80/280pts, Min:10 Max:40) &#039;&#039;Battleline&#039;&#039; for any &#039;&#039;&#039;DEATH&#039;&#039;&#039; army &amp;quot;Summonable&amp;quot;. Literally, the reason you wanted to play Death. These guys are nasty when taken in 40 men chunks. If you go for a 30 or 40 men unit, always go with spears as the sheer volume of attacks thanks to the additional range will outperform by far the +1 to hit. If you take them in their smallest size, to pay the battleline tax for instance, then go for swords (if you are going for min units, just use direwolves. Better in every respect and cheaper too.) With Necromancers casting Vanhel&#039;s Danse Macabre and the command ability from regular vampire lords or wight kings these guys will sport 4 attacks each and can fight twice, bonus memes if you have the Grand Host of Nagash allegiance you can also use the Lord of Nagashizzar to give them an extra attack totaling 5 attacks per skeleton. Use both the vampire lord&#039;s and the wight king&#039;s abilities and get 6 attacks each for 241 attacks, going to 482 attacks with Vanhel&#039;s Danse Macabre. They also have a 6+++ FnP and a 6+ save that can be increased to 5+ if the enemy has a weapon with no rend. Against rend -11 or more expect them to drop like flies only to be resurrected in the following hero phase as they are SUMMONABLE and restore d3 models per hero and gravesite. Neat!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grave Guard:&#039;&#039;&#039; (Conditional Battleline: Grand Host of Nagash, &amp;quot;Summonable&amp;quot;, 140/360pts, Min:10 Max:40) sadly not &#039;&#039;Battleline&#039;&#039; for all &#039;&#039;&#039;DEATH&#039;&#039;&#039; armies. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also deal double damage on a wound roll of 6+. You can take 30 of these guys can be costly if they didn&#039;t revive, but since they have 1&amp;quot; swords, it&#039;s unlikely they will all be able to attack HOWEVER they&#039;ll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades. Max size is Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1&amp;quot; weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Knight:&#039;&#039;&#039; (&#039;&#039;Battleline&#039;&#039;, &amp;quot;Summonable&amp;quot;, 120pts, Min:5 Max:20) &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Black Knights have become an absolutely fantastic unit in LoN due to receiving a +1 to hit with and an additional attack with their lances. This means that on the charge Black Knights can put out a rather frightening amount of 2 damage attacks for a very reasonable price. They are also very survivable, with 2 wounds each and a 5+ save+crypt-shield making it very difficult to wipe the unit before your regeneration kicks in. They only have 2 major weaknesses. First is their lack of rend. This can really gimp them against some targets, but the amount of attacks they put out typically means that only a couple of failed saves can really hurt. Second is that they need the charge to be capable of putting out actual damage. If they have to go into the second round of combat or they are charged themselves they will not hold up in combat at all. This is not so much of a problem as their speed and low price point means that they should both be able to get the charge and they are cheap enough to be used as a tarpit if need be. They are best used as a fast-moving screening unit alongside Hero&#039;s like Mannfred who can buff them so they hit obscenely hard on the charge but are also cheap enough that they can be used to buffer the enemy to line up a perfect turn of spellcasting and combat from Mannfred.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
Terrorgheists and Zombie Dragons! The two biggest units not covered by any existing army.&lt;br /&gt;
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*&#039;&#039;&#039;Terrogheist:&#039;&#039;&#039; (300pts) The giant zombie bat is back and now he is more terrifying than ever. No, really this guy is straight-up nasty and he&#039;ll have your opponent screaming imba. He now sports a 4+ save which he desperately needed and carries a very deadly ranged weapon in the form of a deathly shriek. Now the Terrogheist&#039;s shooting attack is unusual as it deals mortal wounds as long as you roll over their bravery. Even Stormcasts will suffer significant losses due to the death shriek. His Gaping Maw is the butter to his biscuit when you attack with this weapon and roll a 6 TO HIT, you do not need to make a wound roll or save, automatically deal 6 MW. And then when the Terrogheists inevitably dies it explodes and deals d3 mortal wounds to each unit (friend and foe) within 3&amp;quot; to say fuck you one last time as it dies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zombie Dragon:&#039;&#039;&#039; (300pts) Similar to the Terrogheist except has more melee attacks and a breath attack that can auto-hit by rolling equal or less than the target&#039;s model count before rolling for a hit. For more details, look at the vampires that mount them. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Flesh-eater Courts&#039;&#039;&#039;: currently the only supported Death Faction you can Ally with. you could use Crypt Flayers like VARGHEISTS that can deal mortal wounds. Here&#039;s a thought, in 2000 point games you can ally an Abborant Ghoul King on Terrogheist and use his command ability to summon either 3 Crypt Flayers or 3 Crypt Horrors for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nighthaunt&#039;&#039;&#039;: Now with AoS 2.0 we can ally with Nighthaunt not included in the LoN book or starter set! This also includes the Mourngul who briefly could not be part of a LoN list. Myrmourn Banshees and Chainghasts are great additions to LoN as one is a dedicated anti-magic unit while the other actually gives Death respectable shooting. &lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
GHB2019 just called and we can hire these guys now to help our cause.&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; The only good thing about this is that your knights in this company are immune to battleshock tests.&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039; You add an additional attack to your zombies and skeletons within 18&amp;quot; of the necromancer. That&#039;s it. And it only applies for this company.&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Just field them as regular allies. Their ability isn&#039;t worth the trouble.&lt;br /&gt;
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[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23872</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23872"/>
		<updated>2020-06-25T17:23:54Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:618C:438:E07B:7BBF: /* Why play Nighthaunt? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
&lt;br /&gt;
==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
*Our army-specific Endless spells have cool models.&lt;br /&gt;
*Stupidly easy to paint. Just undercoat them white and apply some pale shades of greens or blues to give them a spooky appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Our army-specific Endless Spells suck crunch-wise, either being overcosted for what they do or too unreliable.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Whaimmagonnadoo?&lt;br /&gt;
*Not all those 12 options are all that superb either&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; you&#039;re going to need that 6+ FNP, since that&#039;s almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you will either love or hate the Nighthaunt range.&lt;br /&gt;
* They are very bad to transport.  Many Nighthaunt models are made with a single small connecting point to the base along with parts that stick out like small bits and weapons.  Take a leaf from Sylvaneth (hehe) when it comes to transporting your army anywhere, lest you snap your precious models and doom yourself with trying to superglue a 2mm surface together. &lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means very little.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Nighthaunt |points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e2513c4c.pdf Nighthaunt Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6. Given how fragile a lot of your units are, this is a godsend.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash unless for some reason you&#039;re using one of the more subpar heroes.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. Good on a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he get&#039;s a 6.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic. Not bad on a Knight of Shrouds on mount, since it give&#039;s him a nice flat 3 Damage. If your taking the Nighthaunt battalion which gives him an extra attack, consider it.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; In melee, the owner&#039;s Deathless Spirits save works on a 5+ (normal wounds only).&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Grimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; At the start of each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units, plus it goes off before anyone attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit cannot attack in the combat phase until all other eligible units have done so. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this powerfully spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Revel in your unrendable, resurrecting, -1 To Wound Chainrasp as your opponent tries to desperately get them off that objective. Stack with Lady O&#039;s unique spell on the attacking enemy unit for extra tears from your opponent.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. The issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;, although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time. Although, with 3+ Mortek Guard trolling around, it may not be a horrible choice. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 20 points, it&#039;s worth tossing in if you have a few points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 50 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; (200pts) First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot; - but only if she&#039;s your general.  If you&#039;re looking for a support general it&#039;s a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn&#039;t use a command point. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the other Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability.  She&#039;s right in the middle of Mortarch durability behind Katakros (with his combined 20 wounds, superior save and the option to auto-heal 3 wounds on himself a turn) and Neferata (who has superior CC healing to Arkhan and Mannfred, her immune to rend spell and her 1- hit debuff aura).  &lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one grieving.&lt;br /&gt;
**A more viable strategy involving the pale lady now exists via the new Battalion from the White Dwarf. Taking her as your general can help keep her alive thanks to the body guard battalion, which lets her stand around on the field and fight without getting wasted instantly. Plus, her command ability lets you regenerate those Hexwraith body guards, and her spell helps with their subpar accuracy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; (180pts) The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; (170pts) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; (180pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039;  (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units WHOLLY within 12&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
**With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn&#039;t cranking out the MWs like he used to. Plus, with the new book, there&#039;s not a lot of units that necessarily need that bonus, or can actually fit with his 12&amp;quot; aura, thanks to the accursed Wholly Within change. Plus, he&#039;s only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039;  (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that&#039;s coming from the underworld.&lt;br /&gt;
*Keep in mind, with the right buffs, the KoS can also be surprisingly hilly too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039;  (140pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it.&lt;br /&gt;
**As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he&#039;ll get a release with a new book. But for now, he&#039;s strictly narrative only.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039;  (120pts) The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase (this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentially 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
**However, do consider what you&#039;re actually getting here for 120 points; you get some decent, but conditional, regeneration, and a re-roll 1&#039;s aura that you can just pay a command point to get anyways. This guy will be frustratingly useless if you can&#039;t kill those 3 models per turn, and is most likely best suited to be paired with a unit of Bladegheists, who get to re-roll ALL hits instead of just 1&#039;s. Otherwise, stick him with your Dreadscythes or Chainrasps, as they have the most to gain.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039;  (80pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
*What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039;  (90pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
**with the expansion of generic command ability. They can reliably deal them out at any time.&lt;br /&gt;
** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039;  (60pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn&#039;t completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2&amp;quot; range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they&#039;re charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much.&lt;br /&gt;
** Another neat trick with the Cairn Wraith has to do with his Frightful Touch ability; If you have a spare artifact with no where to go, toss him the Shadows Edge. Now, every time you roll a 6 to hit, this dude is popping off 2+d3 MW. While not exactly reliable, this will suddenly make a Character most people ignore suddenly far scarier. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039;  (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 10&#039; range on her scream, she can deepstrike in and still fire off a scream; while this is less effective against Death and Celestial Seraphon, this is still a great way to throw some wounds at the enemy with a lucky roll. This can also be especially deadly if you roll high against a misplaced Skaven or Goblin hero. Defensively, she is a nice way to add some punch to what may normally be a lack luster combat unit like Chainrasps or Spirit Hosts. Simply placing her behind them, and firing off your scream can chip away even at the mighty Stormcast or Chaos Warriors. &lt;br /&gt;
**is a great choice when facing Skaven, Grots, Khorne, Warclans or Cities of Sigmar. And she should be heavily considered if your running bravery reducing endless spells. Her mobility and scream power is not to be ignored.&lt;br /&gt;
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===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 120pts, Min:3, Max:12). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt&#039;s ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you&#039;re investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you&#039;re respawning them, as well as using their 4+ effectively. Also, don&#039;t forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 80/280pts, Min:10, Max:40) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren&#039;t on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. 280 points for 40 bodies is a steal, especially with 2 attacks base and a 5+ ethereal. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn. And while the Chainguard battalion is risky, it&#039;s hard not to feel satisfied seeing your unrendable horde rematerialize.&lt;br /&gt;
**When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you&#039;re going for a bit more of an offensive bent to them, using them in 20 with a buffing hero or as part of the Condemned can see them do a bit of damage. 30 is to be avoided, since for 40 more points, you get another 10. But taking 40 can be a real problem as well; It&#039;s gonna be tricky as hell to keep them wholly within the range of your buffs unless you bring a KoS on mount or some Chainghasts for your Spirit Torments. But, 40 is good if your really maxing out your regeneration with the Chainguard battalion.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 160/420pts, Min:10, Max:30)  Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline. Hordes beware.&lt;br /&gt;
**These guys have gotten into a weird position; in LoN and LoG, they&#039;re undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 140pts, Min:5, Max:20) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach.&lt;br /&gt;
**In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that&#039;s also there to take wounds for your boss.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 60pts, Min:4, Max:16) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, these guys are slightly cheaper then everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability.&lt;br /&gt;
**Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren&#039;t battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;   (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 70pts, Min:4, Max:12) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 with healers or not at all. &lt;br /&gt;
**These ladies can kill; that&#039;s for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they&#039;re either in Spirit Torment, KoS or any other re-roll or hit modifier range.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 70pts, Min:2, Max:4) Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they extend his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability by also emitting it. In melee, their scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 90/320pts, Min:5, Max:20) With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment(or Chainghasts repeating the aura), these guys re-roll ALL their hit rolls instead of just 1s. The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
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*&#039;&#039;&#039;Dreadscythe Harridans:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 80/280pts, Min:5, Max:20) They apply -1 to hit against enemy units within 3&amp;quot; of them unless they have a Bravery of 6 or more (remember Nighthaunt Allegiance decrease it by 1, so even units with 6 bravery fall within this range). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. Decent melee support that makes it harder for ghosts to re-die while also inflicting wounds. With a price cut, they are now on equal footing with Grimghasts, and actually outdamage them on average when fighting smaller units. And now, for 280 points for a whole squad of 20, they are a really good deal for a large amount of what are essentially budget Bladegheists.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 0pts) The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have 4 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battleround roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each level stack and last for the rest of the battle.&lt;br /&gt;
*#&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
*#&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
*#&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
*#&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
*#&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
** While it&#039;s a bit of a mixed bag, the mix is all things that you want and your opponent doesn&#039;t want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple moodels at once, AKA, bringing back Hexwraiths and Spirit Hosts.&lt;br /&gt;
** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Carin Wraith and 10 Chainrasps would put outanyways, all with Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through it&#039;s scythe. But once you get that second or third level, it&#039;s time to let this bad boy fly into the enemy and help finish off lightly wounded units. It&#039;s also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heros and spells have ways to heal this bad boy.&lt;br /&gt;
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{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; (280pts) As of the new edition a whole bunch of FW big boys have had stat changes. The Mourngul has been changed to be a bit more in line with the rest of the new Nighthaunt. First, his 3+ save is now a 4+ save, which is bad. And second his 6+ to hit that generated extra attacks that became 6+ deal additional damage has been replaced with Frightful touch, dealing 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary note that it&#039;s an unmodified hit roll, so a Knight of Shrouds won&#039;t affect it&#039;s mortal wound generation. But the icing on the cake is that the Mourngul has dropped a whopping 100 points, from 400 to 300. 10 wounds and his -1 to hit aura makes him quite tough in combat, but will melt to shooting. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies to play with, so he might still have a place in your lists.&lt;br /&gt;
**Alternate take, he&#039;s terrible, even at 300pts. With only a 4+ save and having lost any protection against mortal wounds, his absolutely brutal degradation chart and very low wound count become massive issues, especially considering that you can&#039;t buff his damage output very much anymore. His 8 attacks sound good until you realize he also lost a point of rend which means that even after mortal wounds, he&#039;s still not even going to be killing a 5 wound 3+ save hero on average and will be absolutely shredded by horde type units, even through his heal. After what...5 rounds of nerfs now it&#039;s finally time to leave the Mourngul on the shelf.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
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===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039;The Guardian of Souls can bring back 2D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
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When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost manditory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul&#039;s spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that&#039;s good at magic, or has good ways at stoping magic, then congratulations, you just spent a bunch of points on an artifact and a CP.&lt;br /&gt;
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===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chaingasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes chainrasp 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. &lt;br /&gt;
* First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an &amp;quot;upgrade&amp;quot; rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Sprit Torment and Chaingheists a formidable buff to its range. Another good thing to note is, that just like the Bladegheist rule, you don&#039;t actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it&#039;s entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys.&lt;br /&gt;
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===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039;After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
* How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glavewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaviewraiths get better or cheaper, this battalion should be avoided at all costs.&lt;br /&gt;
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===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039;Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy.&lt;br /&gt;
* Funny enough, after the discount, it&#039;s entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun.&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
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===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039;Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. When made your general and the given Gryph Feather Charm, that&#039;ll give him a whopping -3 to hit from range, leaving him a 4+/6++ and a additional 5++ against MW. He&#039;ll basically never die, but unless you give him a good artifact, he&#039;ll never kill anything either. Which is fine, since his job will be to tarpit enemy heros or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait.&lt;br /&gt;
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===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039;Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
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Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
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===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Frenzied Fervor:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
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This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards.&lt;br /&gt;
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===The Forgotten Scions===&lt;br /&gt;
(440 pt.)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Gharest Malcor, the Traitor Knight:&#039;&#039;&#039; Add one to the attacks characteristic of the Knight of Shroud&#039;s Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent.&lt;br /&gt;
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===The Dolorous Guard===&lt;br /&gt;
(400 pt. min. - 2360 pt. max)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-4 units of Hexwraiths&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Knights of Regret:&#039;&#039;&#039; Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3&amp;quot; of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
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===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does give is that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the (longer range) legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
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===The Emerald Host===&lt;br /&gt;
(920 pt. min.) &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039; 1 The Forgotten Scions, 1+ The Dolorous Guard, and any number of The Condemned, Chainguard or Death Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Emerald Curse:&#039;&#039;&#039; After armies are set up, but before the first battle round, you can pick 1 enemy hero. Subtract 1 from save rolls for attacks that target that hero.&lt;br /&gt;
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Note that the way this ability is worded, you don&#039;t need to be part of the battalion to take advantage of this ability, so only take optional sub-battalions if you&#039;re trying to get a single drop army.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get another Soul Wars half. This gives you the 40 chainrasps you need as the core of most lists. Converting Glaivewraith Stalkers into Grimghasts is as easy as trimming the skulls and spikes and turning the blades 90 degrees. Run a Knight of Shrouds on Steed, two Guardians of Souls, two blocks of 20 Chainrasps, a unit of 10 Grimghasts, and the Chainguard battalion, and you have a decent list that&#039;s exactly 1k.&lt;br /&gt;
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===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Since nearly the entire Nighthaunt range is easy-to-build, putting together a functional 2000pt list is fairly inexpensive and beginner-friendly. At this points value, you should be allying in a Vampire Lord for extra healing(give him the wings so he doesn&#039;t get left behind if your force has to jump a wall). Generally at this level you&#039;ll want to have a big, powerful deathstar of your chosen killer unit(Grimghasts, Bladegheists, or even Harridans) surrounding and buffed by your heroes(Spirit Torment, at least one Guardian of Souls, and Vampire Lord at a minimum) plus two blocks of 20 Chainrasps to hold terrain. Once you&#039;ve filled in those essentials, you&#039;ll still have a few hundred points to play around with - maybe add Lady Olynder for serious mortal wound output, maybe an endless spell and a unit of 12 Banshees to feed the endless spell to so you can boost their attacks. So many possibilities....&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal &amp;lt;i&amp;gt;(And the lack of a Deathless minion save)&amp;lt;/i&amp;gt; and more reliable self-healing.&lt;br /&gt;
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If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
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The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
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For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
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Honorable mentions should also go out to Morghast Harbringers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
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Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
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Lastly, as of his new (Ossiarch Bonereapers) warscroll, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that&#039;s guaranteed Spirit Hosts or a crapton of 1 wound models returned.&lt;br /&gt;
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===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
The best way to run boney bodies with your bedsheets. +1 to hit on the skeletons as well as 3 attacks each. The only downside is that you can&#039;t quite squeeze the full 40 unit into 2000pt games due to ally restrictions, so you don&#039;t get those 10 extra cheap extra wounds that buffer against losing the full +2 attack bonus for having 30+ troops. &lt;br /&gt;
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Necromancer is mandatory at 130 points but is a good take even solo. Too bad the standard model looks like the bad guy from every episode of Scooby-Doo. His abilities support SUMMONNABLE keyword friendlies, allowing for D3 extra heals on two units and enabling a unit to pile in and fight again in close combat. &amp;quot;And he would have gotten away with it too if it weren&#039;t for those pesky kids!&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:618C:438:E07B:7BBF</name></author>
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