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		<id>http://2d4chan.org/mediawiki/index.php?title=Gav_Thorpe&amp;diff=226981</id>
		<title>Gav Thorpe</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gav_Thorpe&amp;diff=226981"/>
		<updated>2019-11-04T15:28:15Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Why the controversy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fail}}&lt;br /&gt;
&#039;&#039;&#039;Gav Thorpe&#039;&#039;&#039; is one of the many writers in [[Games Workshop|GW&#039;s]] development department. He is not [[Ian Watson]]. He is the one largely responsible for the [[Skub|grand mother bull moose of all mixed blessings]] that was the 4th edition Codex: [[Chaos Space Marines]], as well as the transition from the golden age of [[Warhammer Fantasy]] into the literal [[End Times]]. The former was a huge subject of [[RAGE]] and &amp;lt;nowiki&amp;gt;win&amp;lt;/nowiki&amp;gt;Dread, compartmentalized in one work that has drawn both many supporters - and many completely justified haters. The latter was just shit.  &lt;br /&gt;
&lt;br /&gt;
He has since moved into writing for [[Black Library]] for a short time, working on almost everything that has anything to do with the [[Eldar]] (most notably the Path of the Eldar trilogy). Gav also wrote the script for the Warhammer Fantasy game [[Warhammer: Mark of Chaos]].&lt;br /&gt;
&lt;br /&gt;
==Why the controversy?==&lt;br /&gt;
To put it inoffensively and politely: Generally his writing is bad and nowhere near as good as far more prominent writers. In particular, he&#039;s the guy behind the gloriously bad and cheesy ending to Storm of Chaos. He was quite terrible at the time, and he&#039;s always shown a very erratic understanding of even the most &amp;quot;historical&amp;quot; characters of Fantasy and 40k, as well as a sense of mystery, which others like [[Matt Ward]] also seem to lack. His [[Dark Angels]] work is also a point of contention, with some claiming it to be even worse than the [[Blood Angels]] series by [[James Swallow]].&lt;br /&gt;
&lt;br /&gt;
Another thing that drew the ire from many a fa/tg/uy is his usage of neopronouns (ve,vis,ver etc.) in his recent works, seen as pandering to the [[SJW]] crowd or a sign that he&#039;s joined their ranks.&lt;br /&gt;
&lt;br /&gt;
While most of his writing has left a bad taste in the mouth of the community, his work on the 6th edition Warhammer Fantasy army books is generally praised. In particular, Hordes of Chaos (when all of Chaos, minus the [[Skaven]], was one faction) and [[Dwarfs]] are beloved to fans of those armies. On the OTHER hand, he was the Loremaster for Fantasy at the time, and he was far from light-handed with it, even at what was arguably the high point in his career, and a lot of the goofy bits from that era were his responsibility - such as the aforementioned Storm of Chaos ending, where despite getting beaten like a red-headed stepchild on the tabletop, Archaon and his army manage to escape total slaughter by way of... running away and hoping no one notices.&lt;br /&gt;
&lt;br /&gt;
==And then there&#039;s the elves...==&lt;br /&gt;
Among the best examples of his writing style&#039;s flaws on display is his infamous views on elves, specifically that &amp;quot;[[Derp|there are as many elves as the plot demands]].&amp;quot; In one story they can write off the death of a million during a grand victory, but in the next the death of a hundred is a tragedy from which their race will never recover. Either way they will always be a dying race (with no word on how the [[High Elves (Warhammer Fantasy)|High Elves]] or [[Dark Elves (Warhammer Fantasy)|Dark Elves]] replenish their numbers for these huge wars with each other). This is to say nothing of his requirement that Elves retain the traits of the Eldar (souls eaten by Slaanesh, never worship Chaos) and the constant need to retcon anything that doesn&#039;t fit his very 40k-centric view of Warhammer lore. Most can&#039;t figure out whether he&#039;s in bed with the Elves or with Chaos, considering he varies between jacking them off at each other&#039;s expense depending on the book. In the end he monogamously settled on taking it up the ass from Chaos, and in turn made absolutely sure every faction took it up the ass from Archaon.&lt;br /&gt;
&lt;br /&gt;
Thorpe&#039;s trademark is his whiny sentimental approach to writing: it&#039;s a formula meant to instill a sense of grand loss in the reader, which only works the first two or three times before it gets irritating. Worse still, he applies the same methodology to the Dark Angels and [[Raven Guard]]. Thorpe was basically [[Edgy|that morose emo kid who cuts himself and seemingly never grew out of it]].&lt;br /&gt;
&lt;br /&gt;
==Chaos in the 4th Edition Codex==&lt;br /&gt;
With regards to his [[skub|contentious]] handling of the Chaos Space Marines Codex, it&#039;s worth noting that the very character-filled and developed army lists of the previous Codex: CSM were replaced with much-more-generic-flavor army lists. Thrope claimed in a number of interviews that there were plans to eventually produce codexes for each of the cult legions, including Death Guard and Thousand Sons. These did not materialise until almost 11 years later, while Chaos Space Marines did not receive Legion Rules again until 2016 (which lasted only for a few months). While defenders of Thrope&#039;s 4th ed codex often cite the notably unbalanced nature of the 3.5ed Chaos Space Marine codex and it&#039;s tendency towards monolists, a majority of competitive armies following the 4th ed book &#039;&#039;followed the same formula&#039;&#039; of Lash Prince, Obliterators and Plague Marines. At least the 3.5ed armies had consistent themes. &lt;br /&gt;
&lt;br /&gt;
It also completely removed several if not all options for viable weapons, utterly buttfucking any possibility of running variant legions. If you were running a Night Lords stealth army, an Iron Warriors warband with additional heavy support, or an Alpha Legion cult strike force, you would find that the new rules simply removed those options. &lt;br /&gt;
&lt;br /&gt;
Hell, several normal CSM troops were rendered fucking useless: Raptors and Obliterators are no longer hard-capped (Obliterators becoming a staple of competitive CSM armies, Raptors otherwise have never been good). Special rules for Word Bearer champions, Iron Warriors Warsmiths, and Alpha Legion cultists were all completely absent. Faction-specific armies didn&#039;t suffer anywhere near as much - except in one critical role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Daemon]]s.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chaos lost &#039;&#039;all&#039;&#039; faction-and-Chaos-specific Daemons, and any army that relied on them - especially the Word Bearers, which could field more than any other force - was completely and utterly screwed, either for fluff reasons or crunch reasons. Keep in mind, pretty much all the Daemons were viable at one point or another in 3rd Edition. CSM didn&#039;t even get to keep the Chaos Undivided Furies, for fuck&#039;s sake. Chaos also lost Greater Daemons of all stripes, and all we got in exchange were GENERIC DAEMON PACK and GENERIC GREATER DAEMON which, while still useful (as many players made GOOD use of them during official tournaments), are nothing but a pale shadow of what used to be available to Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
Why did Chaos lose them? Because Gav Thorpe decided that the Daemons needed [[Warhammer 40,000/5th Edition Tactics/Chaos Daemons|their own Codex]] and update. By and large, players refer to most of the new Daemon models that followed this Codex to be fail; the new &amp;quot;one boob only&amp;quot; [[Daemonette]]s are absolutely fail-tastic compared to the lithe and graceful-looking ones of the previous edition. Oh, think that&#039;s bad? It happened in Fantasy too, breaking up [[Hordes of Chaos]] into [[Beastmen]], Daemons and [[Warriors of Chaos]]. Only the last was truly competitive, the first being fucked to pieces on release. The crunch is also a mixed bag in the new edition - updated sucktastic Chaos Lords, heavily-diminished setups using the Chaos Mark system, and more.&lt;br /&gt;
&lt;br /&gt;
The end result is that most Chaos players will continue to loathe his very existence and long to drag his soul screaming to the [[Warp]] when his time is finally up. Granted, this may be a mulligan on Thorpe&#039;s part: while he&#039;s considered a bad codex writer and did fuck up at least a few other codices as well, his involvement in the &#039;Nids codex in particular was fairly light (plus [[Robin Cruddance]] took that opportunity to nerf the shit out of them, so not really Thorpe&#039;s fault).&lt;br /&gt;
&lt;br /&gt;
In addition, [[Matt Ward]] later wrote the Iyanden mini-dex which has them win their battles, something Gav apparently cannot do. However, the Supplement also writes Iyanden as being incompetent assholes who didn&#039;t even listen to ELDRAD when he stopped by to warn them of their Tyranid-chow future, in a rare example of him not being a dick. It&#039;s fair to call it even.&lt;br /&gt;
&lt;br /&gt;
==Where he stands as of 5th Edition Grey Knights Codex==&lt;br /&gt;
As a general consensus, most fa/tg/uys tacitly agree that Thorpe should probably stop writing for Black Library and stay the hell away from pointy-ear lore and crunch. Much of [[/tg/]] has decided that [[Matthew Ward]] is infinitely worse than this guy can ever hope to be; Gav hasn&#039;t [[Khornate Knights|mutilated the canon]], he didn&#039;t FANBOY OVERPOWER anything except Chaos in Warhammer Fantasy, and he&#039;s been around long enough without acquiring a track record of horrendous stupid outside of the aforementioned CSM neutering. There ARE some that believe him to be worse than Ward, as his codices are more often than not &amp;lt;s&amp;gt;somewhat playable&amp;lt;/s&amp;gt; friggin&#039; powerhorses balancing on the edge of being absolutely OP, whereas Thorpe&#039;s books strip the associated army of its flavour. &lt;br /&gt;
&lt;br /&gt;
As a BL writer, his obsession with the space elves seems to be connected with a near-total lack of understanding of how they work, with his Path of the Eldar novels&#039; plots requiring practically everyone on Alaitoc to be a drooling imbecile to work and going on bizarre tangents about how [[Khaine]] is supposedly related to [[Khorne]]. You&#039;d think someone so insistent on writing a given faction would at least have their facts straight about them and not make them all look like emotionally stunted retards.&lt;br /&gt;
&lt;br /&gt;
He&#039;s also one half of the [[Nick Kyme|Kyme]]-Thorpe law which states &#039;all Dark Angel and Salamander books must be shit.&#039; And then, of course, there&#039;s the whole thing with the End Times in Warhammer Fantasy and the transition to Age of Sigmar...&lt;br /&gt;
&lt;br /&gt;
All that said, some at least believe the man can write half-decently on occasion, [[C.S.Goto|unlike a certain someone]]. He does an awesome job of portraying Ortan Cassius and the Ultramarines in &amp;quot;Catechism of Hate,&amp;quot; and he wrote the origin story of [[Eliphas the Inheritor]]. His novel for Age of Sigmar, &amp;quot;Warbeast,&amp;quot; is also pretty good too. His worst work bar none is probably writing about the Dark Angels chapter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Games Workshop]]&lt;br /&gt;
[[Category:Writers]]&lt;br /&gt;
[[category:Black Library]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gav_the_genderfluid_thrope.jpg|[[SJW|Simplicity is hard for some people]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness&amp;diff=22631</id>
		<title>Age of Sigmar/Tactics/Chaos/Slaves to Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness&amp;diff=22631"/>
		<updated>2019-11-04T12:35:44Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Battletome Update Incoming!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The old warriors of chaos enter the Mortal Realms as the re-done Slaves to Darkness. The Slaves to Darkness fight for any of the chaos gods or the gods as a pantheon, and can be built in a variety of ways with plenty opportunity for synergy between heroes and units.&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaves to Darkness?==&lt;br /&gt;
===Pros===&lt;br /&gt;
* Reuses Warriors of Chaos models from WFB, making them a quasi-old-school faction (or at least a money-saver).&lt;br /&gt;
* Pals with most other Chaos factions, giving providing a wide range of allies, allegiances, and playstyles.&lt;br /&gt;
* You have lots of options for battleline units.&lt;br /&gt;
* You are next in line for a battletome which combines StD and Everchosen into one book. Something to look forward to.&lt;br /&gt;
* New models incoming and they look metal as all hell&lt;br /&gt;
* That&#039;s right, Archaon himself and his drinking buddies will be joining very soon.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Your faction acronym is &amp;quot;[[Nurgle|S]][[Slaanesh|T]][[/d/|D]]&amp;quot;&lt;br /&gt;
* a faction designed around early Age of Sigmar with a focus on rerolling 1&#039;s for everything will have a lackluster playstyle.&lt;br /&gt;
* Little to no shooting.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
There isn&#039;t currently a Battletome for Slaves to Darkness.&lt;br /&gt;
*The &#039;&#039;Grand Alliance Chaos&#039;&#039; book has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Grand Alliance Chaos &#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;
*Allegiance Abilities are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&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 2018&#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;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
If your army has a &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Chaos Power&#039;&#039;&#039;: &#039;&#039;&#039;SLAVES TO DARKNESS HEROES&#039;&#039;&#039; can grant an ability to friendly &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; units which have the same Mark of Chaos as them. The units in receipt of the ability must be within x&amp;quot; of the HERO when they use the ability. A unit that is within x&amp;quot; of more than one friendly &#039;&#039;&#039;SLAVES TO DARKNESS HERO&#039;&#039;&#039; can only use the Aura of Chaos Power from one of them.&lt;br /&gt;
&lt;br /&gt;
The abilities are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Khorne&#039;&#039;&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made in the combat phase by a unit granted this ability wholly within 8&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;&#039;&#039;: Re-roll dice rolls of 1 when making run or charge rolls for a unit granted this ability wholly within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Nurgle&#039;&#039;&#039;&#039;&#039;: Re-roll wound rolls of 1 for attacks made by a unit granted this ability wholly within 7&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;&#039;&#039;: Re-roll save rolls of 1 for a unit granted this ability wholly within 9&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;No Mark&#039;&#039;&#039;&#039;&#039;: Add 1 to the Bravery of a unit granted this ability wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Basically a variant to the Warshrine&#039;s &#039;&#039;&#039;Favour of the Ruinous Powers&#039;&#039;&#039;, without the need to pray. Solid enough already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;: If a CHAOS HERO in a SLAVES TO DARKNESS army (with the exception of any DAEMON PRINCES) makes an attack in a combat phase that slays one or more enemy HEROES or MONSTERS, make a roll on the table below after the HERO’S attacks have been completed. Roll a dice if a reward other than ‘The Eye Opens’ is received by a model more than once. On a 1-3 apply the ‘Spawndom’ result instead, and on a 4-6 apply the ‘Dark Apotheosis’ result instead.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable col1cen col2cen center&amp;quot; style=&amp;quot;width:300px&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2D6&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Spawndom&#039;&#039;&#039;: You can add a Chaos Spawn to your army. If you do, set up a Chaos Spawn model within 1&amp;quot; of the &#039;&#039;&#039;HERO&#039;&#039;&#039;, and then remove the hero. The Chaos Spawn does not cost reinforcement points in a Pitched Battle. It cannot attack in the phase in which it is set up. If you do not add a Chaos Spawn to your army, the hero suffers D3 mortal wounds instead. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;3-4&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Unholy Resilience&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s Wounds characteristic for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s save rolls for the rest of the battle. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;6-8&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;The Eye Opens&#039;&#039;&#039;: You can re-roll the next failed hit, wound or save roll for the &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Murderous Mutation&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s hit rolls for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;10-11&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Slaughterer’s Strength&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s wound rolls for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Dark Apotheosis&#039;&#039;&#039;: You can add a Daemon Prince to your army. If you do, set up a Daemon Prince model within 1&amp;quot; of the &#039;&#039;&#039;HERO&#039;&#039;&#039;, and then remove the hero. The Daemon Prince does not cost reinforcement points in a Pitched Battle. It cannot attack in the phase in which it is set up. If you do not add a Daemon Prince to your army, treat this as ‘The Eye Opens’ instead. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance abilities can choose one of the following Command: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Eternal Vendetta&#039;&#039;&#039;: You can re-roll failed wound rolls for attacks made by the general in the combat phase against targets with the ORDER keyword.&lt;br /&gt;
#&#039;&#039;&#039;Flames of Spite&#039;&#039;&#039;: If the wound roll for an attack made by the general is 6 or more, it inflicts 1 mortal wound in addition to any other damage that is inflicted.&lt;br /&gt;
#&#039;&#039;&#039;Master of Deception&#039;&#039;&#039;: The opposing player must subtract 1 from hit rolls made for attacks that target the general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Hatred Incarnate&#039;&#039;&#039;: You can re-roll wound rolls of 1 for attacks made by the general.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Terror&#039;&#039;&#039;: Subtract 1 from the Bravery of enemy units that are within 6&amp;quot; of the general in the battleshock phase.&lt;br /&gt;
#&#039;&#039;&#039;Exalted Champion&#039;&#039;&#039;: Add 1 to the Bravery of friendly SLAVES TO DARKNESS units that are wholly within 12&amp;quot; of the general in the battleshock phase.&lt;br /&gt;
&lt;br /&gt;
===Slaves to Darkness Artefacts===&lt;br /&gt;
One HERO in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hellfire Sword&#039;&#039;&#039;: Once per battle, in your shooting phase, pick an enemy unit within 8&amp;quot; of this model. That unit suffers D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Idolatrous Plackart&#039;&#039;&#039;: Roll a D6 each time this model suffers a mortal wound. On a 5 or more that wound is negated and has no effect.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Oppressor&#039;&#039;&#039;: Enemy units within 6&amp;quot; of this model in the battleshock phase must subtract 1 from their Bravery. put this and the &#039;&#039;&#039;Lord of Terror&#039;&#039;&#039; command trait on a CHAOS LORD ON MANTICORE with a mark of Slaanesh and see your enemies flee with you -3 to bravery.&lt;br /&gt;
#&#039;&#039;&#039;Banner of the Demagogue&#039;&#039;&#039;: Add 1 to the Bravery of friendly SLAVES TO DARKNESS units wholly within 12&amp;quot; of this model. &lt;br /&gt;
#&#039;&#039;&#039;Mark of the All-favoured&#039;&#039;&#039;: Seen an update with 2nd Edition. gives the user exuded all the five Auras of Chaos Power but they can&#039;t take a mark. useful if your running a mixed god build and want to cut down on characters. Ideal should be placed on a Hero that already can&#039;t take a mark.&lt;br /&gt;
#&#039;&#039;&#039;Desecrator Gauntlets&#039;&#039;&#039;: Subtract 2 from the casting rolls of enemy WIZARDS that are within 3&amp;quot; of this model. In addition, add 1 to wound rolls for this model if the target is a WIZARD or PRIEST.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
==Named Heroes==&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slambo_Warscroll_EN.pdf Slambo]&#039;&#039;&#039;: Back from the great beyond, [[Slambo]] returns. He&#039;s essentially an Exalted Hero who can throw his axes for only one attack with d3 damage. Other than that, he still has the second pile-in attack and +1 to hit a monster or hero and double attacks if they die. Strictly superior to a regular Exalted Hero solely because of the fact that he&#039;s &#039;&#039;fuckin&#039; Slambo.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWSayl}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-sayl-and-nightmaw.pdf Sayl the Faithless]:&#039;&#039;&#039; (forgeworld) A nice wizard. Only casting one spell a turn is disappointing, but his special Traitor&#039;s Mist spell makes up for it, Teleport one friendly &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; unit wholly within 15&amp;quot;  for a casting value of 7. This is just as horrendous and hilarious as it sounds, especially if used on a big mob of Chosen or a Mammoth to help them cross the distance to the enemy quicker. Can also deal D3 mortal wounds to a unit within 8&amp;quot;, which can be handy for picking off wounded heroes or forcing battleshock. Finally, if Nightmaw is around (less than 3&amp;quot; away) Sayl can redirect his wounds on him/her/it on a 4+.&lt;br /&gt;
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{{anchor|FWNightmaw}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-sayl-and-nightmaw.pdf Nightmaw]:&#039;&#039;&#039; (forgeworld) Sayl&#039;s pet is a cute little hellspawn devoted to his master. 6HP, a 4+ save (increased to 3+ against spells and shooting) coupled with a special 5+ save against mortal wounds, as well as healing himself 1 wound per turn, makes him a competent enough distraction. He is capable of tying up and slowly making his way through a basic infantry unit, but he should only really be considered to tank wounds for Sayl. &lt;br /&gt;
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===Heroes===&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-daemonprince-en.pdf Daemon Prince]:&#039;&#039;&#039; Fast and decently killy. You can dedicate him to a God, but doing so takes away his decent Monster/Hero-kills-heal ability. All God-specific abilities are good, but the Slaanesh one is pure trolling: When your opponent chooses to pile in within 3&amp;quot; of the Daemon Prince, you can pile in and fight with the Daemon Prince before they are allowed to act. For some ridiculous reason, only Tzeentch Daemon Princes are Wizards and even they aren&#039;t all that good at it, getting no unique spell or boost to cast.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-Darkoath-Cheiftain-en.pdf Darkoath Chieftain]:&#039;&#039;&#039; Comes from the Silver Tower Boxgame. He is a Cheap Melee hero that can&#039;t take any chaos marks. His job is probably to charge into weaker groups of units, where his Broadsword 3x (3+/3+/-1/1) make 6 attacks on the charge &amp;amp; he deals a mortal wound to every unit 1&amp;quot; of him and the end of combat. If the chief has inflicted 8 wounds over the battle, he adds 1 to hit rolls &amp;amp; then 1 to wound rolls at 16 wounds.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Darkoath%20Warqueen.pdf Darkoath Warqueen]:&#039;&#039;&#039; Another Markless cheap hero. She has a sheld that lets her ignore wounds and mortal wounds of 6+ roll. Her Warlord Axe 4x (3+/3+/-1/1) deals 2 damage instead if directed at Heros or Monsters and gains more Attack if she slays them. Finally, if She is your General her command ability provides a re-roll for failed charges for &#039;&#039;&#039;Slaves To Darkness&#039;&#039;&#039; units wholly within 12&amp;quot; at the start of the charge phase.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-en.pdf Lord of Chaos]:&#039;&#039;&#039; Has a brutal pair of weapons, both attack thrice, hitting and making wounds at +3. The Reaperblade has a range of 2&amp;quot;, -2 rend and 2 damage, and once per battle he has the option to [[Anal circumference|make one attack, but making 2D6 fucking damage]]. Gets a different ability depending on his mark (Khorne allows him to reroll every 1 to hit, Tzeentch to reroll every 1 to save, Nurgle to reroll every 1 to wound and Slaanesh allows him to run and charge in the same turn) and any Slaves to Darkness unit within 10&amp;quot; with his same mark gets the ability too. If you have the Slave&#039;s Allegiance, the command ability is only useful if a given unit is further then 6&amp;quot; (or if you&#039;re Slaanesh, which grants a diferente ability). If he kills the opponent general, he becomes a Daemon Prince on a whim, but if he dies he becomes... [[Chaos Spawn|you know what]]. &lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-exalted-hero-en.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; A guy with two axes with the nifty ability to attack twice in the turn he charged (he pileups again between the two attack waves), and when he kills a Hero or a Monster he will deal double wounds in the next turn.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-daemonicmount-en.pdf Chaos Lord on Daemonic Mount]:&#039;&#039;&#039; Pretty good actually. Ability-wise he&#039;s almost the same as the walking one, too, though for some reason while a Mark of Tzeentch only allows the on-foot Lord to reroll save rolls of 1, this one can reroll all save rolls if he&#039;s Tzeentchian, and the Mark of Nurgle gives him an extra wound instead of allowing him to reroll every 1 to wound. Combined with Eye of the Gods, this makes him all but unkillable so long as you feed a steady stream of Heroes to him. His Command Ability allows a Chariot or Knight unit to reroll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-lord-manticore-en.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. Mark of Khorne gives him a 6&amp;quot; pileup, Nurgle a +1 to his Save, Tzeentch allows him to unbind a spell in each turn and Slaanesh gives -1 Bravery to opponents within 3&amp;quot; during Battleshock Phase. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-sorcerer-lord-en.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he is amazing at support. First, without even casting anything, he can grant one friendly unit per turn within 10&amp;quot; of him rerolls of 1 on their saves. Then, when he casts, he has a unique spell that provides rerolls of 1 To Hit, To Wound and to their saves for a friendly unit within 18&amp;quot;. Just keep him away from the fighting and let him strengthen your front line.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chaos_Sorcerer.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; Blessed with the same awesome &amp;quot;reroll saves of 1&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating (and potentially utter crap, hope the dice like you).&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-chaos-warriors-en.pdf Chaos Warriors]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;)The same heavily armoured Vikings you know and love. Do you like the Liberators&#039; bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the exact same stats and their normal hand weapons are the exact same as the swords Liberators carry. Their other options include a halberd that is worse than the hand weapon but with better range. And a greatblade with the same stats as a Liberator hammer but with a -1 rend, however unlike them taking this will cost you your special shield. Their shields work a little differently as their shields give you a special save of 5+ against mortal wounds. Which while giving them greater durability against Mortal wounds than Liberators they have worse saves against regular damage attacks. Potential downside to them? They come in units of at least ten, meaning it can be harder to use them as cheap battleline choices. Can also take Marks, which has no effect whatsoever on their profile but gets them the corresponding keywords, which means they can be affected by God-specific special rules. If you want to be an asshole, use them in units of 20+, where they even gain a bonus to their saves, re-rolling 1s, though a smart opponent will try to shoot off a couple to negate the bonus. All in all, strong chaos rivals to liberators, while Liberators can be argued as a more balanced unit with an equal focus on attack and defense and also containing special weapons. Chaos Warriors are more offensively focused, they are less about holding the line than smashing through it. With their weapon options favouring frontal assualt more.&lt;br /&gt;
*Take 20, give them halberds so you can attack in two ranks, mark them Khorne so a Bloodsecrator affects them. Enjoy your 60 attacks.&lt;br /&gt;
*Take 20, give them shields, string them out in front of your army and run them forward. Don&#039;t worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauders-en.pdf Marauders]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;) Piss-poor by comparison, but in big units, these guys can get scary, too. First, their shields simply increase their saves by 1, no ifs, no buts, which is actually pretty decent. They can choose between Flails and Axes, with the axes being slightly better on average. But if the dice gods are on your side (or you have a big enough hoard, which you probably will) the flails can have the higher damage output. They can also take a Damned Icon, which allows them to reroll To Hit rolls of 1, at which point the flails become slightly better. Instead of the Icon, they can take a Banner that increases their awful Bravery to 6, but make no mistake, they still run away screaming if something goes wrong. Basically, use them as you would Blood Reavers, except with a better save and arguably lower damage output: In large units and with lots of support. That way, they can get pretty impressive.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauder-horsemen-en.pdf Marauder Horsemen]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Marauders on horseback. They are in almost every way normal Marauders on mediocre horses. However, they can still take Javelins, which beat every other weapon the guys can have by simple virtue of being a missile weapon in addition to a close combat weapon. Considering this is a army that can be at a desperate lacking in ranged weaponry, it can be a good rule-of-thumb to include a few as good ranged harrasers. Feigned Charge allows for Mongolian-style hit and run tactics, as it allows the Marauders to shoot and charge even if they retreated. Meaning these guys can run circles around slower moving units while they gradually shoot them down before multi-charging them to death.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-knights-en.pdf Chaos Knights]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Chaos Warriors on pretty good horses. They aren&#039;t the bullshit they used to be, but they are still strong. They can either have the same weapon as a Warrior but with three attacks or they can take Glaives, which are exactly like a Liberator with a Warhammer, but gain a bonus to Rend and Damage if they charge.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chariot-en.pdf Chaos Chariots]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Pretty fast, since they always add D6&amp;quot; to their Move even without Running. Other than that, it&#039;s a chariot. Nice damage from the horses since they are the same the Knights are mounted on, weak Whip and either a reliably strong Greatblade or a less reliable but potentially stronger Flail. Also bonuses on the charge, but you knew that.&lt;br /&gt;
*Modeling/strategy tip: You can assemble the bits in the Chaos Chariot box (it&#039;s also included in the Slaves to Darkness &amp;quot;Start collecting&amp;quot; box) either as a Chaos Chariot or a Gorebeast Chariot, but it&#039;s pretty easy to magnetize the horses/gorebeast so you can swap them and use each of the chariots as you see fit. If you suspect your next opponent will have many ranged units/artillery/wizards, put on the horses to use the faster Chaos Chariot; if your opponent has lots of melee units, use the more powerful Gorebeast Chariot (just be aware that it costs 100 points, while the Chaos Chariot is only 80. Or you can just stay fine using ye olde good &amp;quot;[[Counts as]]&amp;quot;. Only do this if you like to magnetize your minis, or facing [[that guy]] who don&#039;t let you use the &amp;quot;Counts as&amp;quot;, and then he will, most likely, complain about you magnetizing and shit).&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-chaos-chosen-en.pdf Chosen]:&#039;&#039;&#039; Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Don&#039;t compare them to Paladins as they really don&#039;t like that. Get them into the thick of things and start killing to buff everyone up.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gorebeast-chariot-en.pdf Gorebeast Chariots]:&#039;&#039;&#039; Don&#039;t get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warshrine-en.pdf Chaos Warshrine]:&#039;&#039;&#039; Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units. There is one Undivided buff and one for every God, the latter of which you can only use by dedicating your Shrine to a particular God. The Undivided buff is the best by default, granting rerolls of 1 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. Favour of Nurgle, for example, allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead reroll all failed To Wound 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. &lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; [[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 make for pretty hardy models.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Furies.pdf Furies]:&#039;&#039;&#039; Their back and reworked. acting like a swarm of more effective harpies, they can also flee instead of attacking to sling shoot off the enemy to grab objectives. &lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Raptoryx.pdf Raptoryx]:&#039;&#039;&#039; replacing warhounds, they move fast and deal allot of attacks on the charge.&lt;br /&gt;
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=====Cultists=====&lt;br /&gt;
[[Warcry]] Warbands can be used in-game; unlike Underworld, they are not one-offs and can be massed up. They all are comparable to Chaos Marauders but you pay slightly more for additional ability, can&#039;t take god marks, and they are not battleline. More likely to show up in lists with knight and chariot battleline and then taking Cultists to boost up the numbers and do a particular job. If you’re making a narrative list that comes from a specific realm, definitely consider bringing one of these groups.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_UntamedBeasts.pdf Untamed Beasts]:&#039;&#039;&#039; From Ghur, Marauders but faster, able to vanguard 6&amp;quot;, run and charge. They can also designate one out of 9 models to have a relatively hard-hitting spear and another as a two wound sponge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_IronGolems.pdf Iron Golems]:&#039;&#039;&#039; From Chamon, Marauders but with heavier armor and Bolas. They get Bravery 8, and one out of 8 models has 3 wounds and can reroll armour saves if they didn&#039;t take a normal move that turn.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_CypherLords.pdf Cypher Lords]:&#039;&#039;&#039;&#039; From Hysh, Marauders but with throwing weapons. When in melee they can reduce the enemies&#039; hit roll by 1 until your next hero phase on a 4+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_TheUnmade.pdf The Unmade]:&#039;&#039;&#039; from Shyish. Marauders but with a big with a heavy weapon, and lower enemy bravery while preventing them from retreating. They die quickly in melee so pair them up with something killy while the Unmade hold them in place.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_SplinteredFang.pdf Splintered Fang]:&#039;&#039;&#039; From Ghyran. Marauders but attacks deal mortal wounds on hits of 6(not make a wound or save roll) and have a resurrecting wound sponge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_CorvusCabal.pdf Corvus Cabal]:&#039;&#039;&#039; From Ulgu. Marauders but can pseudo-Fly. use to run over obstacles, straight towards the objectives.&lt;br /&gt;
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====Behemoth====&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; This monster has 22 wounds! Although it&#039;s only packing a 5+ 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;
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{{anchor|FWCurs}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=9 CURS’D ETTIN]:&#039;&#039;&#039; (Forgeworld) A two-headed monstrosity. Its fists can do plenty of damage and heal if it kills something, has plenty of stomp attacks. it has an attack similar to Banshees that effect every enemy unit within 3&amp;quot; and deals D3 Mortal wounds if you beat its leadership on a 2d6. it also has an ability to kill a single model with less than 3 wounds on a 6+  giving you the of a chance to kill a pesky leader, Special weapon or Musician.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
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*&#039;&#039;&#039;Godsworn Champions of Ruin:&#039;&#039;&#039; A Daemon Prince, Lord of Chaos or Sorcerer Lord (either on foot or on a Manticore) takes 3 to 8 units between Warriors, Chosen, Knights, Exalted Heroes, Sorcerer Lords and Sp-those things. E̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ ̶i̶n̶ ̶t̶h̶e̶ ̶f̶o̶r̶m̶a̶t̶i̶o̶n̶ ̶c̶a̶n̶ ̶p̶i̶l̶e̶u̶p̶ ̶a̶n̶d̶ ̶a̶t̶t̶a̶c̶k̶ ̶H̶e̶r̶o̶e̶s̶ ̶a̶n̶d̶ ̶M̶o̶n̶s̶t̶e̶r̶s̶ ̶d̶u̶r̶i̶n̶g̶ ̶H̶e̶r̶o̶ ̶P̶h̶a̶s̶e̶.̶ ̶Y̶e̶s̶,̶ ̶y̶o̶u̶ ̶r̶e̶a̶d̶ ̶t̶h̶a̶t̶ ̶r̶i̶g̶h̶t̶.̶ ̶One unit within 3&amp;quot;of an enemy Hero or Monster can pileup and attack it during the Hero Phase. &lt;br /&gt;
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*&#039;&#039;&#039;Godswrath Warband:&#039;&#039;&#039; A Lord on Manticore takes 10+ units between Warriors, Chosen, Knights, Chariots and Gorebeast Chariots, plus any number of Warshrines. In each Hero Phase you can roll a number if dices equal to the number of units from the formation within 24&amp;quot; from the Warshrine, and for every 6+ you basically get an Arcane Bolt on any unit that can be seen from the Warshrine. Note that a unit can&#039;t be hit twice in the same turn by this unit, meaning that if there are no more enemy units in the line of sight and still have some Bolts to throw, you must wound your own units.&lt;br /&gt;
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*&#039;&#039;&#039;Ruinbringer Warband:&#039;&#039;&#039; A Lord on Daemonic Mount takes 5+ units between Knights, Marauder Horsemen, Chariots and Gorebeast Chariots. Once per game, every unit in the formation can charge during Hero Phase dealing d3 mortal wounds on enemy units reached (d6 if 10+ models are touching the unit).&lt;br /&gt;
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*&#039;&#039;&#039;The Infernal Tetrarchy:&#039;&#039;&#039; One daemon prince of each of the four gods join together.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Everchosen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blades of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maggotkin of Nurgle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hedonites of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Disciples of Tzeentch&#039;&#039;&#039;&lt;br /&gt;
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===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;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness&amp;diff=22630</id>
		<title>Age of Sigmar/Tactics/Chaos/Slaves to Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness&amp;diff=22630"/>
		<updated>2019-11-04T12:35:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Battletome Update Incoming!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The old warriors of chaos enter the Mortal Realms as the re-done Slaves to Darkness. The Slaves to Darkness fight for any of the chaos gods or the gods as a pantheon, and can be built in a variety of ways with plenty opportunity for synergy between heroes and units.&lt;br /&gt;
&lt;br /&gt;
==Why Play Slaves to Darkness?==&lt;br /&gt;
===Pros===&lt;br /&gt;
* Reuses Warriors of Chaos models from WFB, making them a quasi-old-school faction (or at least a money-saver).&lt;br /&gt;
* Pals with most other Chaos factions, giving providing a wide range of allies, allegiances, and playstyles.&lt;br /&gt;
* You have lots of options for battleline units.&lt;br /&gt;
* You are next in line for a battletome which combines StD and Everchosen into one book. Something to look forward to.&lt;br /&gt;
* New models incoming and they look metal as all hell&lt;br /&gt;
* Archaon himself and his drinking buddies will be joining very soon.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Your faction acronym is &amp;quot;[[Nurgle|S]][[Slaanesh|T]][[/d/|D]]&amp;quot;&lt;br /&gt;
* a faction designed around early Age of Sigmar with a focus on rerolling 1&#039;s for everything will have a lackluster playstyle.&lt;br /&gt;
* Little to no shooting.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
There isn&#039;t currently a Battletome for Slaves to Darkness.&lt;br /&gt;
*The &#039;&#039;Grand Alliance Chaos&#039;&#039; book has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Grand Alliance Chaos &#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;
*Allegiance Abilities are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&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 2018&#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;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
If your army has a &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Chaos Power&#039;&#039;&#039;: &#039;&#039;&#039;SLAVES TO DARKNESS HEROES&#039;&#039;&#039; can grant an ability to friendly &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; units which have the same Mark of Chaos as them. The units in receipt of the ability must be within x&amp;quot; of the HERO when they use the ability. A unit that is within x&amp;quot; of more than one friendly &#039;&#039;&#039;SLAVES TO DARKNESS HERO&#039;&#039;&#039; can only use the Aura of Chaos Power from one of them.&lt;br /&gt;
&lt;br /&gt;
The abilities are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Khorne&#039;&#039;&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made in the combat phase by a unit granted this ability wholly within 8&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;&#039;&#039;: Re-roll dice rolls of 1 when making run or charge rolls for a unit granted this ability wholly within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Nurgle&#039;&#039;&#039;&#039;&#039;: Re-roll wound rolls of 1 for attacks made by a unit granted this ability wholly within 7&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;&#039;&#039;: Re-roll save rolls of 1 for a unit granted this ability wholly within 9&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;No Mark&#039;&#039;&#039;&#039;&#039;: Add 1 to the Bravery of a unit granted this ability wholly within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Basically a variant to the Warshrine&#039;s &#039;&#039;&#039;Favour of the Ruinous Powers&#039;&#039;&#039;, without the need to pray. Solid enough already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of the Gods&#039;&#039;&#039;: If a CHAOS HERO in a SLAVES TO DARKNESS army (with the exception of any DAEMON PRINCES) makes an attack in a combat phase that slays one or more enemy HEROES or MONSTERS, make a roll on the table below after the HERO’S attacks have been completed. Roll a dice if a reward other than ‘The Eye Opens’ is received by a model more than once. On a 1-3 apply the ‘Spawndom’ result instead, and on a 4-6 apply the ‘Dark Apotheosis’ result instead.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable col1cen col2cen center&amp;quot; style=&amp;quot;width:300px&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2D6&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Spawndom&#039;&#039;&#039;: You can add a Chaos Spawn to your army. If you do, set up a Chaos Spawn model within 1&amp;quot; of the &#039;&#039;&#039;HERO&#039;&#039;&#039;, and then remove the hero. The Chaos Spawn does not cost reinforcement points in a Pitched Battle. It cannot attack in the phase in which it is set up. If you do not add a Chaos Spawn to your army, the hero suffers D3 mortal wounds instead. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;3-4&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Unholy Resilience&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s Wounds characteristic for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Iron Skin&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s save rolls for the rest of the battle. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;6-8&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;The Eye Opens&#039;&#039;&#039;: You can re-roll the next failed hit, wound or save roll for the &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Murderous Mutation&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s hit rolls for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;10-11&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Slaughterer’s Strength&#039;&#039;&#039;: Add 1 to the &#039;&#039;&#039;HERO&#039;&#039;&#039;’s wound rolls for the rest of the battle.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
||&#039;&#039;&#039;Dark Apotheosis&#039;&#039;&#039;: You can add a Daemon Prince to your army. If you do, set up a Daemon Prince model within 1&amp;quot; of the &#039;&#039;&#039;HERO&#039;&#039;&#039;, and then remove the hero. The Daemon Prince does not cost reinforcement points in a Pitched Battle. It cannot attack in the phase in which it is set up. If you do not add a Daemon Prince to your army, treat this as ‘The Eye Opens’ instead. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; allegiance abilities can choose one of the following Command: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Eternal Vendetta&#039;&#039;&#039;: You can re-roll failed wound rolls for attacks made by the general in the combat phase against targets with the ORDER keyword.&lt;br /&gt;
#&#039;&#039;&#039;Flames of Spite&#039;&#039;&#039;: If the wound roll for an attack made by the general is 6 or more, it inflicts 1 mortal wound in addition to any other damage that is inflicted.&lt;br /&gt;
#&#039;&#039;&#039;Master of Deception&#039;&#039;&#039;: The opposing player must subtract 1 from hit rolls made for attacks that target the general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Hatred Incarnate&#039;&#039;&#039;: You can re-roll wound rolls of 1 for attacks made by the general.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Terror&#039;&#039;&#039;: Subtract 1 from the Bravery of enemy units that are within 6&amp;quot; of the general in the battleshock phase.&lt;br /&gt;
#&#039;&#039;&#039;Exalted Champion&#039;&#039;&#039;: Add 1 to the Bravery of friendly SLAVES TO DARKNESS units that are wholly within 12&amp;quot; of the general in the battleshock phase.&lt;br /&gt;
&lt;br /&gt;
===Slaves to Darkness Artefacts===&lt;br /&gt;
One HERO in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hellfire Sword&#039;&#039;&#039;: Once per battle, in your shooting phase, pick an enemy unit within 8&amp;quot; of this model. That unit suffers D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Idolatrous Plackart&#039;&#039;&#039;: Roll a D6 each time this model suffers a mortal wound. On a 5 or more that wound is negated and has no effect.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Oppressor&#039;&#039;&#039;: Enemy units within 6&amp;quot; of this model in the battleshock phase must subtract 1 from their Bravery. put this and the &#039;&#039;&#039;Lord of Terror&#039;&#039;&#039; command trait on a CHAOS LORD ON MANTICORE with a mark of Slaanesh and see your enemies flee with you -3 to bravery.&lt;br /&gt;
#&#039;&#039;&#039;Banner of the Demagogue&#039;&#039;&#039;: Add 1 to the Bravery of friendly SLAVES TO DARKNESS units wholly within 12&amp;quot; of this model. &lt;br /&gt;
#&#039;&#039;&#039;Mark of the All-favoured&#039;&#039;&#039;: Seen an update with 2nd Edition. gives the user exuded all the five Auras of Chaos Power but they can&#039;t take a mark. useful if your running a mixed god build and want to cut down on characters. Ideal should be placed on a Hero that already can&#039;t take a mark.&lt;br /&gt;
#&#039;&#039;&#039;Desecrator Gauntlets&#039;&#039;&#039;: Subtract 2 from the casting rolls of enemy WIZARDS that are within 3&amp;quot; of this model. In addition, add 1 to wound rolls for this model if the target is a WIZARD or PRIEST.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
==Named Heroes==&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Slambo_Warscroll_EN.pdf Slambo]&#039;&#039;&#039;: Back from the great beyond, [[Slambo]] returns. He&#039;s essentially an Exalted Hero who can throw his axes for only one attack with d3 damage. Other than that, he still has the second pile-in attack and +1 to hit a monster or hero and double attacks if they die. Strictly superior to a regular Exalted Hero solely because of the fact that he&#039;s &#039;&#039;fuckin&#039; Slambo.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWSayl}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-sayl-and-nightmaw.pdf Sayl the Faithless]:&#039;&#039;&#039; (forgeworld) A nice wizard. Only casting one spell a turn is disappointing, but his special Traitor&#039;s Mist spell makes up for it, Teleport one friendly &#039;&#039;&#039;SLAVES TO DARKNESS&#039;&#039;&#039; unit wholly within 15&amp;quot;  for a casting value of 7. This is just as horrendous and hilarious as it sounds, especially if used on a big mob of Chosen or a Mammoth to help them cross the distance to the enemy quicker. Can also deal D3 mortal wounds to a unit within 8&amp;quot;, which can be handy for picking off wounded heroes or forcing battleshock. Finally, if Nightmaw is around (less than 3&amp;quot; away) Sayl can redirect his wounds on him/her/it on a 4+.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWNightmaw}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-sayl-and-nightmaw.pdf Nightmaw]:&#039;&#039;&#039; (forgeworld) Sayl&#039;s pet is a cute little hellspawn devoted to his master. 6HP, a 4+ save (increased to 3+ against spells and shooting) coupled with a special 5+ save against mortal wounds, as well as healing himself 1 wound per turn, makes him a competent enough distraction. He is capable of tying up and slowly making his way through a basic infantry unit, but he should only really be considered to tank wounds for Sayl. &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-daemonprince-en.pdf Daemon Prince]:&#039;&#039;&#039; Fast and decently killy. You can dedicate him to a God, but doing so takes away his decent Monster/Hero-kills-heal ability. All God-specific abilities are good, but the Slaanesh one is pure trolling: When your opponent chooses to pile in within 3&amp;quot; of the Daemon Prince, you can pile in and fight with the Daemon Prince before they are allowed to act. For some ridiculous reason, only Tzeentch Daemon Princes are Wizards and even they aren&#039;t all that good at it, getting no unique spell or boost to cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-Darkoath-Cheiftain-en.pdf Darkoath Chieftain]:&#039;&#039;&#039; Comes from the Silver Tower Boxgame. He is a Cheap Melee hero that can&#039;t take any chaos marks. His job is probably to charge into weaker groups of units, where his Broadsword 3x (3+/3+/-1/1) make 6 attacks on the charge &amp;amp; he deals a mortal wound to every unit 1&amp;quot; of him and the end of combat. If the chief has inflicted 8 wounds over the battle, he adds 1 to hit rolls &amp;amp; then 1 to wound rolls at 16 wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Darkoath%20Warqueen.pdf Darkoath Warqueen]:&#039;&#039;&#039; Another Markless cheap hero. She has a sheld that lets her ignore wounds and mortal wounds of 6+ roll. Her Warlord Axe 4x (3+/3+/-1/1) deals 2 damage instead if directed at Heros or Monsters and gains more Attack if she slays them. Finally, if She is your General her command ability provides a re-roll for failed charges for &#039;&#039;&#039;Slaves To Darkness&#039;&#039;&#039; units wholly within 12&amp;quot; at the start of the charge phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-en.pdf Lord of Chaos]:&#039;&#039;&#039; Has a brutal pair of weapons, both attack thrice, hitting and making wounds at +3. The Reaperblade has a range of 2&amp;quot;, -2 rend and 2 damage, and once per battle he has the option to [[Anal circumference|make one attack, but making 2D6 fucking damage]]. Gets a different ability depending on his mark (Khorne allows him to reroll every 1 to hit, Tzeentch to reroll every 1 to save, Nurgle to reroll every 1 to wound and Slaanesh allows him to run and charge in the same turn) and any Slaves to Darkness unit within 10&amp;quot; with his same mark gets the ability too. If you have the Slave&#039;s Allegiance, the command ability is only useful if a given unit is further then 6&amp;quot; (or if you&#039;re Slaanesh, which grants a diferente ability). If he kills the opponent general, he becomes a Daemon Prince on a whim, but if he dies he becomes... [[Chaos Spawn|you know what]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-exalted-hero-en.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; A guy with two axes with the nifty ability to attack twice in the turn he charged (he pileups again between the two attack waves), and when he kills a Hero or a Monster he will deal double wounds in the next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-lord-daemonicmount-en.pdf Chaos Lord on Daemonic Mount]:&#039;&#039;&#039; Pretty good actually. Ability-wise he&#039;s almost the same as the walking one, too, though for some reason while a Mark of Tzeentch only allows the on-foot Lord to reroll save rolls of 1, this one can reroll all save rolls if he&#039;s Tzeentchian, and the Mark of Nurgle gives him an extra wound instead of allowing him to reroll every 1 to wound. Combined with Eye of the Gods, this makes him all but unkillable so long as you feed a steady stream of Heroes to him. His Command Ability allows a Chariot or Knight unit to reroll charge rolls and adds +1 to their Hit rolls. Gorebeast Chariots hitting on 3+? Yes, please.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-lord-manticore-en.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. Mark of Khorne gives him a 6&amp;quot; pileup, Nurgle a +1 to his Save, Tzeentch allows him to unbind a spell in each turn and Slaanesh gives -1 Bravery to opponents within 3&amp;quot; during Battleshock Phase. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-sorcerer-lord-en.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he is amazing at support. First, without even casting anything, he can grant one friendly unit per turn within 10&amp;quot; of him rerolls of 1 on their saves. Then, when he casts, he has a unique spell that provides rerolls of 1 To Hit, To Wound and to their saves for a friendly unit within 18&amp;quot;. Just keep him away from the fighting and let him strengthen your front line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chaos_Sorcerer.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; Blessed with the same awesome &amp;quot;reroll saves of 1&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating (and potentially utter crap, hope the dice like you).&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warriors-en.pdf Chaos Warriors]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;)The same heavily armoured Vikings you know and love. Do you like the Liberators&#039; bullshit profile but want to go a bit more Chaosy? Then these guys are what you are looking for. They have the exact same stats and their normal hand weapons are the exact same as the swords Liberators carry. Their other options include a halberd that is worse than the hand weapon but with better range. And a greatblade with the same stats as a Liberator hammer but with a -1 rend, however unlike them taking this will cost you your special shield. Their shields work a little differently as their shields give you a special save of 5+ against mortal wounds. Which while giving them greater durability against Mortal wounds than Liberators they have worse saves against regular damage attacks. Potential downside to them? They come in units of at least ten, meaning it can be harder to use them as cheap battleline choices. Can also take Marks, which has no effect whatsoever on their profile but gets them the corresponding keywords, which means they can be affected by God-specific special rules. If you want to be an asshole, use them in units of 20+, where they even gain a bonus to their saves, re-rolling 1s, though a smart opponent will try to shoot off a couple to negate the bonus. All in all, strong chaos rivals to liberators, while Liberators can be argued as a more balanced unit with an equal focus on attack and defense and also containing special weapons. Chaos Warriors are more offensively focused, they are less about holding the line than smashing through it. With their weapon options favouring frontal assualt more.&lt;br /&gt;
*Take 20, give them halberds so you can attack in two ranks, mark them Khorne so a Bloodsecrator affects them. Enjoy your 60 attacks.&lt;br /&gt;
*Take 20, give them shields, string them out in front of your army and run them forward. Don&#039;t worry about being charged: these guys are bait. Take the aforementioned Halberd Warriors and destroy whatever dumbass takes that bait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauders-en.pdf Marauders]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;) Piss-poor by comparison, but in big units, these guys can get scary, too. First, their shields simply increase their saves by 1, no ifs, no buts, which is actually pretty decent. They can choose between Flails and Axes, with the axes being slightly better on average. But if the dice gods are on your side (or you have a big enough hoard, which you probably will) the flails can have the higher damage output. They can also take a Damned Icon, which allows them to reroll To Hit rolls of 1, at which point the flails become slightly better. Instead of the Icon, they can take a Banner that increases their awful Bravery to 6, but make no mistake, they still run away screaming if something goes wrong. Basically, use them as you would Blood Reavers, except with a better save and arguably lower damage output: In large units and with lots of support. That way, they can get pretty impressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauder-horsemen-en.pdf Marauder Horsemen]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Marauders on horseback. They are in almost every way normal Marauders on mediocre horses. However, they can still take Javelins, which beat every other weapon the guys can have by simple virtue of being a missile weapon in addition to a close combat weapon. Considering this is a army that can be at a desperate lacking in ranged weaponry, it can be a good rule-of-thumb to include a few as good ranged harrasers. Feigned Charge allows for Mongolian-style hit and run tactics, as it allows the Marauders to shoot and charge even if they retreated. Meaning these guys can run circles around slower moving units while they gradually shoot them down before multi-charging them to death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-knights-en.pdf Chaos Knights]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Chaos Warriors on pretty good horses. They aren&#039;t the bullshit they used to be, but they are still strong. They can either have the same weapon as a Warrior but with three attacks or they can take Glaives, which are exactly like a Liberator with a Warhammer, but gain a bonus to Rend and Damage if they charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chariot-en.pdf Chaos Chariots]:&#039;&#039;&#039;(&#039;&#039;&#039;Battleline&#039;&#039;&#039; in a &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; army) Pretty fast, since they always add D6&amp;quot; to their Move even without Running. Other than that, it&#039;s a chariot. Nice damage from the horses since they are the same the Knights are mounted on, weak Whip and either a reliably strong Greatblade or a less reliable but potentially stronger Flail. Also bonuses on the charge, but you knew that.&lt;br /&gt;
*Modeling/strategy tip: You can assemble the bits in the Chaos Chariot box (it&#039;s also included in the Slaves to Darkness &amp;quot;Start collecting&amp;quot; box) either as a Chaos Chariot or a Gorebeast Chariot, but it&#039;s pretty easy to magnetize the horses/gorebeast so you can swap them and use each of the chariots as you see fit. If you suspect your next opponent will have many ranged units/artillery/wizards, put on the horses to use the faster Chaos Chariot; if your opponent has lots of melee units, use the more powerful Gorebeast Chariot (just be aware that it costs 100 points, while the Chaos Chariot is only 80. Or you can just stay fine using ye olde good &amp;quot;[[Counts as]]&amp;quot;. Only do this if you like to magnetize your minis, or facing [[that guy]] who don&#039;t let you use the &amp;quot;Counts as&amp;quot;, and then he will, most likely, complain about you magnetizing and shit).&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-chosen-en.pdf Chosen]:&#039;&#039;&#039; Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Don&#039;t compare them to Paladins as they really don&#039;t like that. Get them into the thick of things and start killing to buff everyone up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gorebeast-chariot-en.pdf Gorebeast Chariots]:&#039;&#039;&#039; Don&#039;t get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warshrine-en.pdf Chaos Warshrine]:&#039;&#039;&#039; Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units. There is one Undivided buff and one for every God, the latter of which you can only use by dedicating your Shrine to a particular God. The Undivided buff is the best by default, granting rerolls of 1 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. Favour of Nurgle, for example, allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead reroll all failed To Wound 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. &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; [[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 make for pretty hardy models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Furies.pdf Furies]:&#039;&#039;&#039; Their back and reworked. acting like a swarm of more effective harpies, they can also flee instead of attacking to sling shoot off the enemy to grab objectives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Raptoryx.pdf Raptoryx]:&#039;&#039;&#039; replacing warhounds, they move fast and deal allot of attacks on the charge.&lt;br /&gt;
&lt;br /&gt;
=====Cultists=====&lt;br /&gt;
[[Warcry]] Warbands can be used in-game; unlike Underworld, they are not one-offs and can be massed up. They all are comparable to Chaos Marauders but you pay slightly more for additional ability, can&#039;t take god marks, and they are not battleline. More likely to show up in lists with knight and chariot battleline and then taking Cultists to boost up the numbers and do a particular job. If you’re making a narrative list that comes from a specific realm, definitely consider bringing one of these groups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_UntamedBeasts.pdf Untamed Beasts]:&#039;&#039;&#039; From Ghur, Marauders but faster, able to vanguard 6&amp;quot;, run and charge. They can also designate one out of 9 models to have a relatively hard-hitting spear and another as a two wound sponge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_IronGolems.pdf Iron Golems]:&#039;&#039;&#039; From Chamon, Marauders but with heavier armor and Bolas. They get Bravery 8, and one out of 8 models has 3 wounds and can reroll armour saves if they didn&#039;t take a normal move that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_CypherLords.pdf Cypher Lords]:&#039;&#039;&#039;&#039; From Hysh, Marauders but with throwing weapons. When in melee they can reduce the enemies&#039; hit roll by 1 until your next hero phase on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_TheUnmade.pdf The Unmade]:&#039;&#039;&#039; from Shyish. Marauders but with a big with a heavy weapon, and lower enemy bravery while preventing them from retreating. They die quickly in melee so pair them up with something killy while the Unmade hold them in place.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_SplinteredFang.pdf Splintered Fang]:&#039;&#039;&#039; From Ghyran. Marauders but attacks deal mortal wounds on hits of 6(not make a wound or save roll) and have a resurrecting wound sponge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_CorvusCabal.pdf Corvus Cabal]:&#039;&#039;&#039; From Ulgu. Marauders but can pseudo-Fly. use to run over obstacles, straight towards the objectives.&lt;br /&gt;
&lt;br /&gt;
====Behemoth====&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; This monster has 22 wounds! Although it&#039;s only packing a 5+ 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;
{{anchor|FWCurs}}&lt;br /&gt;
&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/aos-monstrous-arcanum.pdf#page=9 CURS’D ETTIN]:&#039;&#039;&#039; (Forgeworld) A two-headed monstrosity. Its fists can do plenty of damage and heal if it kills something, has plenty of stomp attacks. it has an attack similar to Banshees that effect every enemy unit within 3&amp;quot; and deals D3 Mortal wounds if you beat its leadership on a 2d6. it also has an ability to kill a single model with less than 3 wounds on a 6+  giving you the of a chance to kill a pesky leader, Special weapon or Musician.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godsworn Champions of Ruin:&#039;&#039;&#039; A Daemon Prince, Lord of Chaos or Sorcerer Lord (either on foot or on a Manticore) takes 3 to 8 units between Warriors, Chosen, Knights, Exalted Heroes, Sorcerer Lords and Sp-those things. E̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ ̶i̶n̶ ̶t̶h̶e̶ ̶f̶o̶r̶m̶a̶t̶i̶o̶n̶ ̶c̶a̶n̶ ̶p̶i̶l̶e̶u̶p̶ ̶a̶n̶d̶ ̶a̶t̶t̶a̶c̶k̶ ̶H̶e̶r̶o̶e̶s̶ ̶a̶n̶d̶ ̶M̶o̶n̶s̶t̶e̶r̶s̶ ̶d̶u̶r̶i̶n̶g̶ ̶H̶e̶r̶o̶ ̶P̶h̶a̶s̶e̶.̶ ̶Y̶e̶s̶,̶ ̶y̶o̶u̶ ̶r̶e̶a̶d̶ ̶t̶h̶a̶t̶ ̶r̶i̶g̶h̶t̶.̶ ̶One unit within 3&amp;quot;of an enemy Hero or Monster can pileup and attack it during the Hero Phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godswrath Warband:&#039;&#039;&#039; A Lord on Manticore takes 10+ units between Warriors, Chosen, Knights, Chariots and Gorebeast Chariots, plus any number of Warshrines. In each Hero Phase you can roll a number if dices equal to the number of units from the formation within 24&amp;quot; from the Warshrine, and for every 6+ you basically get an Arcane Bolt on any unit that can be seen from the Warshrine. Note that a unit can&#039;t be hit twice in the same turn by this unit, meaning that if there are no more enemy units in the line of sight and still have some Bolts to throw, you must wound your own units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruinbringer Warband:&#039;&#039;&#039; A Lord on Daemonic Mount takes 5+ units between Knights, Marauder Horsemen, Chariots and Gorebeast Chariots. Once per game, every unit in the formation can charge during Hero Phase dealing d3 mortal wounds on enemy units reached (d6 if 10+ models are touching the unit).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Infernal Tetrarchy:&#039;&#039;&#039; One daemon prince of each of the four gods join together.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Everchosen&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blades of Khorne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Maggotkin of Nurgle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hedonites of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Disciples of Tzeentch&#039;&#039;&#039;&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;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24187</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24187"/>
		<updated>2019-11-04T12:34:24Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Why play Ossiarch Bonereapers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!  Not just bravery 10 like other death factions or the Dinosaur Men, these guys DO... NOT... FLEE... EVER!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can restore them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24186</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24186"/>
		<updated>2019-11-04T12:34:02Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!  Not just bravery 10 like other death factions or the Dinosaur Men, these guys DO... NOT... RUN... EVER!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can restore them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23344</id>
		<title>Age of Sigmar/Tactics/Death/Flesh-Eater Courts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23344"/>
		<updated>2019-11-04T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Flesh-Eater Courts|Logo=Flesh-Eater 01.png|Alliance=Death|Motto=The Noble Sir Marrowslurp charging into battle! Huzzah!}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Why Play Flesh-Eaters Courts==&lt;br /&gt;
&lt;br /&gt;
Imagine this. A glorious army of marching men-at-arms, disciplined, stoic and determined as they storm forward in organized ranks, watched by the steely eyes of their heroic commanders.  By their side, mighty knights clad in full battle plate, resplendent in their shining armor, stomp across the ground with massive bejeweled two-handed weapons in hand, led by the strongest and boldest of their Champions.  Above, warriors with angelic wings soar through the sky, intoning prayers and hymns of praise to their gods and their sovereign, filling all with pride to be in the court. Even holy beasts such as gryphons and majestic dragons take flight, their great bellows an inspiration to the humble men below.  At the heads of the army, stands the King. Wearing fine armor and plate, he strides forward with confidence and utmost conviction, ready to put those who threaten his people to the sword.&lt;br /&gt;
&lt;br /&gt;
Of course, that&#039;s what they think. And it&#039;s probably why  you&#039;re here.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s a terrifying horde of stinking, pallid creatures. Swarms of ghouls compete with each other to be first into the fray, scrabbling at their enemies desperately, dragging and tearing apart their enemies. Huge cannibals charge into the fight, shattering the battle line with their charge. Horrid, flying monsters impale unfortunates, while giant undead dragons and terrorgheists cut bloody swathes through formations of troops.  At the head of it all, stand the proud ghoul kings and archregents. Inhumanly fast and durable, such bestial vampires rip apart scores of foes with horrifying ease, while their so-called holy prayers and spells take the form of dark death magic laced with the traces of their delusion.&lt;br /&gt;
&lt;br /&gt;
Welcome to the court. And welcome to the feast.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* You can play an army of [[Nemesor Zahndrekh]] turned up to 100 with a sprinkling of cannibalism.&lt;br /&gt;
* They favor an aggressive playstyle.  In fact, they can give the Daughters of Khaine a run for their money.&lt;br /&gt;
* You want to play an undead faction that doesn&#039;t (exclusively) serve [[Nagash|the big, bony douchebag]].&lt;br /&gt;
* You dish out Mortal Wounds like they were candy.  For a good example, there&#039;s the Abhorrant Ghoul King on Royal Terrorgheist.  With the right combination, he can get Always Strikes First and deal 20+ MORTAL WOUNDS from his Terrorgheist&#039;s Gaping Jaw!&lt;br /&gt;
* Their insane nature opens up many narrative ideas for your battles, as well as conversion opportunities.&lt;br /&gt;
* With Bravery 10, they&#039;ll only run if they&#039;re pounded into the ground and even then there&#039;s a chance they&#039;ll stand.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* As is typical of Death faction armies, your heroes are the &amp;lt;s&amp;gt;lichpin&amp;lt;/s&amp;gt; lynchpin.  If you lose them, it&#039;s an uphill battle, even moreso than normal Death factions, as they have summoning magic but you don&#039;t anymore.&lt;br /&gt;
* Low saves everywhere.  Even your heroes have lower saves than their equivalents in other armies.&lt;br /&gt;
* Expect accusations of being a tier-whore as they&#039;re quite good in the competitive meta.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Death Battletome: Flesh-Eater Courts&#039;&#039; second edition has all the Warscrolls, Battations, Allegiance Abilities and Matched play points.&lt;br /&gt;
*This should be supplemented with the Flesh-Eaters Courts &#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;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&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 2018&#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;
==General Thoughts==&lt;br /&gt;
So, how do the Flesh-Eater Courts look? This battletome, while seemingly lazily done, has actually gifted the sons of Ushoran a TON of ways to play. The Skaven kinda got the short end of the stick, being nerfed and having multiple ways of exploding, plus VERY restricted battleline. But us? Our battleline is incredibly flexible, and the Grand Courts do an incredible job of changing our playstyles. As such, this book is a ton of fun, plus the lore&#039;s amazing. &lt;br /&gt;
&lt;br /&gt;
Some general tips that should be noted for new Flesh-Eater players:&lt;br /&gt;
This army is hilariously easy to build up thanks to the Start Collecting! Flesh-Eater Courts box, which gives everything you need, and if you have a Skaven friend, Carrion Empire is another incredible deal. If you can, try getting the Nightfeast Hunters Skirmish box as well. &lt;br /&gt;
&lt;br /&gt;
The lore of this army is fucking awesome. It&#039;s easily one of the most unique. So experiment! Try all kinds of things with your lore. Go insane, it&#039;s in theme. &lt;br /&gt;
&lt;br /&gt;
Models wise, the army is still great. But when painting the inevitable horde of ghouls, try taking breaks now and then between your batches of ghouls by painting your heroes or monsters or horrors. It really helps break the monotony of painting ghouls. And don&#039;t be afraid to convert! Your guys are completely crazy, so go nuts with conversions! The Varghulf model is incredibly old but still good, but if you wish, there are tons of cool models that fit on 60mm bases that work great as a conversion! Don&#039;t forget, your courtiers must be made from the same boxes as your normal mooks, so plan out in advance how you&#039;re gonna build your boxes. For example, in my case: I had 3 boxes of Crypt Horrors/Flayers, and I used the parts inside to build 3 Crypt Horrors, 3 Flayers and 2 Haunter Courtiers and 1 Infernal Courtier. For Ghast Courtiers, try finding conversions, because you do NOT want to take that single model out of your ghoul blob and be left with 19 odd ghouls. Currently the official base size for Ghast Courtiers is 32mm, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
In terms of playstyle, I have no idea why but a LOT of FEC players have this weird Blisterskin Flayer or Gristlegore Monster Mash fetish. Keep in mind, Flayers are NOT reliable whatsoever. Same with your monsters. This will be touched upon again later. Large groups of flayers with the feeding frenzy command ability will put out an obscene amount of mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The most important part of the playstyle that should be remembered is this: Your units are overpriced like all hell for good reason. A unit of Horrors is the same cost as a Fellwater Troggoth unit that has outright better stats. Why? Because you can bring your Horrors back, they can&#039;t. You can summon entirely NEW units as well. So focus on that. Your units generally suck, and rely on synergies to bring out the best in them. There was a lot of crying about the new Feeding Frenzy being overpowered, but it&#039;s really useful at making flesh-eaters viable. SO remember: One of your greatest strengths is your numbers and sheer attrition power. There are few armies in the game that can throw so many bodies on the board, or regenerate so much, which is why you should try to focus on that. &lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun with the Courts of Ushoran! This is an incredibly cool army that also loves conversions, so let your imagination go wild!&lt;br /&gt;
&lt;br /&gt;
==Allegiance Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Courtiers:&#039;&#039;&#039; Each time one of your units wholly within 12 inches of your general or friendly FEC hero takes a wound or mortal wound, they get an extra 6+ save. Classic Death allegiance ability. Not amazing, but it’s quite reliable and helps make up for your poor average save. Works with both courtiers and Abhorrants, so try to ensure that all of your MORDANTS are within range of any COURTIERS or ABHORRANTS to get the most out of this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy:&#039;&#039;&#039; It’s been HUGELY improved. It’s now a command ability that you can use immediately after any FLESH-EATER COURTS unit has piled in and made its attacks, wholly within 12&amp;quot; of any FLESH-EATER COURTS HERO, increased to 18&amp;quot; if the general uses the command ability. That unit gets to pile in and attack AGAIN! RIP AND TEAR! Normally your units are relatively weak, but with this you can seriously pump out good damage. However, this means that you need to spend your command points carefully. There’s also some serious utility with this ability, as piling in again means you get to effectively move 6 inches in the combat phase, allowing you to either attack vulnerable heroes, or pull your opponent’s shooting units into the fight. You can also use this to swarm objectives better with Crypt Ghouls, letting you claim them, especially since you will usually have a LOT of them. But be extremely careful that you don’t pull in your opponent’s stronger melee units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Court of Delusions:&#039;&#039;&#039; With this, you get to choose an ability for your entire army before choosing your command trait. Can drastically alter how you play your army, so choose...carefully.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Crusading Army:&#039;&#039;&#039; You can add 1 to run and charge rolls for Flesh Eater Courts units. Solid, and can add up to a few extra made charges over the course of a game. Somewhat weaker than before, no free re-rolls unlike last time. Still solid, but pales a bit in comparison to The Feast Day (Will be discussed below).&lt;br /&gt;
#&#039;&#039;&#039;The Royal Hunt:&#039;&#039;&#039; Your entire army can reroll hit and wound rolls of 1 but only when attacking monsters. Ok, but extremely dependent on your opponent’s army (and by extension, your local meta). The main problem being that many of your units have innate access to re-rolls, such as crypt Horrors or ghouls, while Zombie Dragon Ghoul Kings could potentially cover re-rolling wound rolls. However, it’s better with your big monsters and Crypt Flayers, who have less access to re-rolls. &lt;br /&gt;
#&#039;&#039;&#039;The Feast Day:&#039;&#039;&#039; You can use the Feeding Frenzy command ability without spending a command point once per turn. Incredible. Also note that it doesn&#039;t specify a specific turn in which it applies... so you can use the command ability during your opponents turn once for free as well! You will always get mileage out of this one. By far best all-round delusion (once again excluding Grand Courts, but more on that below). It used to be so bad, but it’s now a great choice if you wish to save command points for other things, such as summoning more mordants or the generic ones. &lt;br /&gt;
#&#039;&#039;&#039;A Matter of Honour:&#039;&#039;&#039; Your units can reroll hit rolls of 1 when targeting heroes. If it&#039;s the enemy general you can reroll wound rolls of 1 too. Much more universal than Royal Hunt, so worth a look. Good choice, especially since it applies to your whole army. It’s generally a nice bonus, but might depend on what your opponent brings. &lt;br /&gt;
#&#039;&#039;&#039;The Grand Tournament:&#039;&#039;&#039; Heroes other than your general can reroll hit rolls of 1. It is specific and obviously only useful if you&#039;ve got a bunch of heroes, but if that&#039;s the army you&#039;re running then it can hurt a lot. If you are running an Archregent, Foot AGK or Courtier General and at least one (two+ preferred) mounted AGKs, this could be worth it. Consider your heroes. The mounted AGKs will benefit a lot from this. Your foot AGKs are solid fighters, but remember that your Haunter Courtier is unlikely benefit much from this. Same with the Varghulf Courtier, both of whom usually have innate re-rolls. Overall, an honestly strong choice if you bring a lot of mounted AGKs. Not as much utility as The Feast Day or Crusading Army, but re-rolling those dreadful ones with your mounted Terrorgheist’s Fanged Maw is amazing. &lt;br /&gt;
#&#039;&#039;&#039;Defenders of the Realm:&#039;&#039;&#039; Reroll saves of 1 for all units with at least half of their models in your territory. Since you don&#039;t have much in the way of long-range attacks, you&#039;re probably going to need to be aggressive, so this won&#039;t be useful. Running this with King&#039;s Ghouls and two 40 Ghoul blocks could make for a more defensive army. Even if you have to be defensive, this isn’t that strong. Your units have weak saves across the board. HOWEVER, if you are really dead set on this, then consider what units will benefit most from it. Ghouls are unlikely to benefit much, but your monsters and ABHORRANTS will, with their solid 4+ saves. Once again, a somewhat situational delusion, but definitely has its uses. &lt;br /&gt;
&lt;br /&gt;
The best delusion is The Feast Day, by far. Crusading Army and maybe The Grand Tournament might be worth a look depending on your list. The others tend to be too situational or don&#039;t offer anything else that FEC don&#039;t have access to via other means.&lt;br /&gt;
&lt;br /&gt;
===Grand Courts=== &lt;br /&gt;
Now instead of a delusion, you get to choose one of the the Grand Courts! Kind of like Beasts of Chaos Greatfrays or Stormcast Stormhosts. You get a specific delusion, a command trait, an artifact and your own command ability. So unlike the Delusions, you get a command ability to make up for the fact that you MUST take the command trait and artifact. All of them are pretty solid, and it means that you have a gigantic amount of customization for your army. These ones hugely change up your army’s playstyle. &lt;br /&gt;
&lt;br /&gt;
====Morgaunt Grand Court==== &lt;br /&gt;
*&#039;&#039;&#039;Ability: Blood Loyalty&#039;&#039;&#039;&lt;br /&gt;
Solid. Your MORGAUNT COURTIERS wholly within 12&amp;quot; of a MORGAUNT SERFS (your crypt ghouls) unit, re-roll hit rolls of 1. Haunter and Varghulf Courtiers have relatively easy access to re-rolls, unlike Ghast and Infernals, who will definitely benefit a lot. However, the best part of this ability is this: Your MORGAUNT SERFS wholly within 12&amp;quot; of your COURTIERs activate Boundless Ferocity at 10 or more models. Boundless Ferocity is the new fancy name for Battalion Strength, meaning that your ghouls get an extra attack (usually 3 attacks total), at 10+ models. This is incredibly useful, as it means that 20-ghoul blobs are viable, and summoning a ghoul unit may actually do something. Of course, be careful of the range. As well as the fact that ABHORRANTs cannot activate it, only COURTIER units can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heaving Masses&#039;&#039;&#039;&lt;br /&gt;
Your opponent is going to destroy lots of ghouls. What do you do then? You bring even MOAR ghouls. You can use this command ability when any MORGAUNT SERFS unit is destroyed, and you roll a dice, on a 4+, you get to set up the exact same unit wholly within 6&amp;quot; of any edge of the battlefield, and 9&amp;quot; from enemies. This is actually really useful. The biggest weakness is that you&#039;re spending a command point for a 50% chance of bringing back a unit, which is risky, though better than those Hammers of Sigmar gits. The most obvious use is in gaining insane amounts of attrition pressure. BUuuut, you also should remember: You can choose ANY edge. There are a lot of ways to use this. If you have multiple units of 10-20 ghouls, you can try your luck with this to let those ghouls attack from unexpected angles, tying up shooty units, and possibly killing squishies, especially if you summon a COURTIER using an Archregent or zombie dragon ghoul king. Still great to use on big groups though. See the smaller groups as an ambush party of sorts. They have the flexibility and small footprint to go after your opponenent&#039;s backline, while having the damage (Keep Blood Loyalty in mind) to seriously dent stuff. Remember though, you can only use this when a unit is destroyed, so if the roll fails, those guys are permanently gone, so don&#039;t be a smartass trying to bring units back from the dead.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Savage Chivalry&#039;&#039;&#039;&lt;br /&gt;
You can re-roll hit-rolls of 1 for your general if they are within 12&amp;quot; of a MORGAUNT SERFS unit. Look carefully at &amp;quot;WITHIN&amp;quot;. Your Mounted ghoul kings just need a tiny part of their base to be within 12&amp;quot; and they get the re-rolls. Doesn&#039;t seem like a lot, but it&#039;s a very useful buff. But remember carefully who benefits most from this. Varghulf and Haunter Courtiers benefit little, so your best bet would be ABHORRANTs, but don&#039;t forget that this CANNOT affect a royal terrorgheist or zombie dragon mount. That said, it&#039;s not a jaw-droppingly good command trait, but you honestly can&#039;t go wrong with this. Reliable if a little boring. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Decrepit Crown&#039;&#039;&#039;&lt;br /&gt;
This special artifact which allows your units to ignore battleshock while WHOLLY within 12 inches of the wielder, 18 if the general Carries it. Most would dismiss this as weak since Death units have bravery 10 (which is awesome), but you’re playing crypt GHOULS. These guys die like flies, and while they won’t run like a Skaven, you will still lose a LOT to battleshock. This also saves your CPs from being used on Inspiring Presence. Your monsters don&#039;t care about battleshock, but Crypt Ghouls most certainly do. And while Crypt Horrors and Flayers don&#039;t usually care about battleshock, the fact that this still buffs them shouldn&#039;t be forgotten. Terrible battleshock rolls, heavy casualties, losing those Crypt Horrors/Flayers is PAINFUL. So this is honestly a great artifact.&lt;br /&gt;
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Overall, a great Grand Court. Remember, this focuses a LOT on your Serfs/Crypt Ghouls, who are excellent at killing lightly-armored foes. For sample lists, you could try multiple units of 10-20 ghouls as screens and fodder to die for your bigger blocks of 30-40, and use Heaving Masses for them to either threaten objectives or threaten the enemy backline. Also, try bringing rending units, such as Flayers or monsters. In this kind of list, having a Courtier or two would be extremely useful, such as using an Archregent or Zombie Dragon Ghoul King&#039;s summon ability. Generally best to summon either Ghasts or Varghulfs, since they can replenish those units, AND use the Feeding Frenzy Command ability on said units.&lt;br /&gt;
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====Hollowmourne Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shattering Charge&#039;&#039;&#039;&lt;br /&gt;
Your COURTIER and KNIGHTS units get to re-roll wound rolls of 1 in turns that they charge. This is scary good at increasing your damage, and you can squeeze out all the mileage from this with Feeding Frenzy. All your COURTIERS benefit, but monsters like your Varghulf and Haunter Courtiers will go nuts with this. Your KNIGHTS, Horrors and Flayers both benefit hugely from this, especially because they pump out so many attacks. It&#039;s also worth mentioning that while your zombie dragon ghoul kings can cast his unique spell to get full re-rolls, it&#039;s not guaranteed to go off, and sometimes it may get unbound. While this shit? This shit means shit&#039;s going down son, guaranteed so long as you get that charge. Speaking of which...&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Ravenous Crusaders&#039;&#039;&#039;&lt;br /&gt;
You can pick any HOLLOWMOURNE unit wholly within 9&amp;quot; of a HERO or 18&amp;quot; of your general, and they get add 1 to run and charge rolls, and can even run and charge. This significantly increases your threat range, and gives you the flexibility to attempt long bomb charges. It also works with your units that you summoned, since they now just need an 8 to make a successful charge. However, this command ability requires you to THINK. Don&#039;t spam it or you will most definitely run out of command points. You don&#039;t always wish to throw your horror deathstar as fast as possible at your opponent. It&#039;s easy for your units to accidentally run OUT of your synergy and buff ranges, leaving them as easy pickings. So be very careful with this. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Grave Robber&#039;&#039;&#039;&lt;br /&gt;
Once again, doesn&#039;t affect mounts. So no cheesing with your royal mounts. Your general adds 1 to attacks and damage while within 3&amp;quot; of enemy HEROES with an artifact of power. Even though it doesn&#039;t affect your mount, Abhorrant Ghoul Kings and Archregents actually benefit a LOT from this. They have a lot of attacks, so that added damage will hurt. However, it&#039;s difficult to get close to enemies with artifacts of power. So it might be really good on Varghulf Courtiers or mounted Kings, units that can fly and pick their fights. It&#039;s also worth remembering that your general doesn&#039;t need to attack the hero with an artifact, you can actually tear apart that unit your opponent was screening his hero with. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Corpsefane Gauntlet&#039;&#039;&#039;&lt;br /&gt;
When the model with this artifact charges, you can inflict D3 mortal wounds on a 2+ against ONE enemy unit within 1&amp;quot;. It&#039;s a very small effect, since the bearer may not make that many charges. HOWEVER, there are some uses to this. Infantry units have the wounds to laugh it off, so pick your charges wisely. Monsters with damage tables would utterly hate taking D3 wounds, as it can knock them down a peg even before your guy swings. Heroes usually have about 5 wounds, and as such this can seriously hurt them. Squishy glass cannon units with lots of damage may also hate this, especially 1 wound units like Bestigors, Grimghast Reapers, Bladegheist Revennants, Bloodletters, heck, even Loonsmasha Fanatics. &lt;br /&gt;
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In conclusion, quite a killy Grand Court. My personal favorite because I&#039;m in love with Horrors. Ravenous Crusaders should be used wisely and as a sneaky trick, since you can use it to surprise your opponent with extended threat ranges. It&#039;s also very good for summoned units to fish for those 9&amp;quot; charges. These armies would probably like using a mounted ghoul king or varghulf courtier general to make use of Grave Robber, while the Corpsefane Gauntlet does great on anything, though aggressive heroes that will most certainly get stuck in will like this. Interestingly, Varghulf courtier or mounted king generals could get a lot of mileage by having having the Gauntlet, since they have the mobility to pick their targets and get to artifact-carrying heroes, while having the stats to massively benefit from the Grave Robber buffs. Don&#039;t forget, your Horrors become battleline if you choose this Grand Court. After some testing by the noble kings of the Grand Alliance community, it can be said that Hollowmourne is surprisingly strong. Deranged Transformation on one unit of 6 Horrors, Ravenous Crusaders on another unit of 6, allows for incredible mobility. Don’t use this to alpha strike, instead, use it as a scalpel. Such Horrors work great in an Attendants at Court battalion, use this to target enemies that your Horrors are good against, while the rest of your army moves into position.&lt;br /&gt;
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====Blisterskin Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Blistering Speed&#039;&#039;&#039;&lt;br /&gt;
All your BLISTERSKIN units gain 2 inches of movement. This is honestly incredible. You will ALWAYS get a use out of this. There&#039;s little to be said, other than the fact that you will normally outrange your opponent in terms of threat range. This allows you to cross the board faster, and forces your opponent to play conservatively, as they have to watch for you, because with this, you have the ability to pick your fights with this kind of insane mobility.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Lords of the Burning Skies&#039;&#039;&#039;&lt;br /&gt;
Used in the movement phase, you get to choose  BLISTERSKIN unit with the FLY keyword. You can remove it from the battlefield and set it up again 9 inches away from any enemy models. They can&#039;t move after that. Nice. Unfortunately, being limited to flying units does restrict it quite a bit. Try not to use this for alpha strikes, as you have little ways to buff up an alpha strike to do it reliably or even kill the stuff you charge. Instead, the mere threat of it is a boon. Your opponent has to set up to prepare for any potential attacks from unexpected angles. Use it also for objective grabbing or you can set up your monsters/flayers a good distance away from the enemy such that they can&#039;t charge your units easily, while yours can (Your guys have a LOT of movement, so use it). It allows you to threaten your opponent and spread them thin. Don&#039;t forget, you can still shoot. Flayers get to shoot, and they can deal decent damage en masse, while Terrorgheists and Zombie Dragons have outright terrifying ranged attacks, especially the Terrorgheist. (Cast that fly spell on some ghouls and now they can teleport).&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Hellish Orator&#039;&#039;&#039;&lt;br /&gt;
While this general is ON the battlefield, at the start of your hero phase roll a dice, on a 4+ you get a command point, in addition to your normal. Because we have no cap on CP generation, this is a great command trait. Especially with how CP hungry we are. This will always be useful, although it being random is a partial issue, of course, but it’s better than many other command traits. Try to ensure your general stays alive then, for example, an Archregent kept at the back, because if he’s dead (most mounted kings will eventually get targeted and hoses down) or deep striking (Zombie Dragon kings can do that), this trait won’t work. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Eye of Hysh&#039;&#039;&#039;&lt;br /&gt;
Subtract 1 from hit rolls for attacks made within missile weapons that target a friendly BLISTERSKIN unit wholly within 6” of the bearer. The biggest weakness is the 6” range. However, it does work on the Bearer himself. Can be situational, especially against melee-centric armies like Ironjawz or Khorne, but will usually get at least some mileage. Don’t try to brick up your entire army around the Bearer though, it will be extremely awkward and difficult considering the large footprints of your army. Still a decent artifact. &lt;br /&gt;
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All in all, a great Grand Court with lots of utility based artifact and trait. It’s useful, although it’s strengths are not immediately obvious and require finesse in using. One of the most important things about this is the fact that Flayers become battleline. Generally, Blisterskin Flayer lists have become competitive, and are seen as surprisingly strong, due to a mix of excellent mobility, lots of mortal wounds and a LOT of armor piercing damage, while still able to clear hordes quickly.&lt;br /&gt;
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==== Gristlegore Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Peerless Ferocity&#039;&#039;&#039;&lt;br /&gt;
If the unmodified hit roll for an attack made by a GRISTLEGORE hero or GRISTLEGORE monster is 6, that attack inflicts 2 hits on that target instead of 1.  Make a wound and save roll for each hit. Insanely powerful when used with Ghoul kings on terrorgheists with gruesome bite. You can easily fish for Fanged Maw hits, and if you do get a hit roll of 6, your attack still explodes. However, one attack will be converted into 6 Mortal wounds and its attack sequence ends, while the other will make a wound roll as normal. It allows you to deal mortal wounds, followed by the chance to toss out some extra 2 rend damage. Add Feeding Frenzy, and you’ll see the reason why Mounted TG kings are now a staple in competitive play. However, try not to use this trick so much, it WILL lose you friends. Seriously, I’ve seen it. &amp;lt;s&amp;gt;(the seq END so you can&#039;t make that combo)&amp;lt;/s&amp;gt; Nope, FAQs have confirmed that each effect will trigger ONCE.  So as described above, 1 hit becomes 2, and one of those hits will trigger Gaping Maw.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Call to War&#039;&#039;&#039;&lt;br /&gt;
If a friendly GRISTLEGORE hero or GRISTLEGORE monster that has not fought in a combat phase is slain while wholly within 12&amp;quot; of a friendly hero (or 18&amp;quot; of the general), you can use this command ability to let it pile-in move and then attack with all its melee weapons. This can&#039;t be stacked. Very useful, especially if Monstrous Vigor is on that dead unit. It allows you to squeeze all the value out of your guys. Especially powerful on any Terrorgheist, because their bite doesn’t degrade as they get wounded. However, this should not be used every time you lose someone. Try only to use it for your stronger heroes/monsters, or you’re gonna waste Command points that could’ve been used for feeding frenzy on your healthier units. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Savage Strike&#039;&#039;&#039;&lt;br /&gt;
This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase on a turn they made a charge (via GHB2019 FAQ). This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. This is exactly why Abhorrant Ghoul King on Terrorgheist generals are so powerful. It takes priority even in your opponent’s combat phase, which is insane because you can still use Feeding Frenzy. Once again, try not to cheese with this too much or you’ll literally be That Guy. There’s good reason why the FEC Start Collecting got sold out at LGS because of Legions of Nagash players.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Ghurish Mawshard&#039;&#039;&#039;&lt;br /&gt;
Once per battle, at the start of the combat phase, pick 1 enemy model within 1” and roll a dice. If the roll is greater than the Wounds characteristic of the enemy then the enemy is slain. This one is... meh. Being only once per battle, you should always use it when you have a good chance of it actually working. Being able to choose the target is very good. Target special weapons, banner Bearers, champions and the like. If you wish, aim it at monstrous nfantry. But try to go for enemies with 2 wounds or less, or the odds of you failing are pretty high. &lt;br /&gt;
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Overall, a very strong Court. There was an errata where monsters without king riders don’t count towards Behemoth, which is crazy good. (Cry your hearts out Beastclaw raiders!). Even so, spamming monsters is not that cheesy, it’s when someone spams 2-3 Ghoul King’s  on Terrorgheists all with gruesome bite, that’s just disgusting. But if you really want to smash someone you really don’t like, then that’s a good sample list for you.&lt;br /&gt;
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==Command Traits==&lt;br /&gt;
There are now 2 tables: Royalty and Nobility.&lt;br /&gt;
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&#039;&#039;&#039;Royalty: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;. As wounds only get allocated one all of the unit&#039;s attacks have been resolved, reliability will depend greatly on how many multi-wound models your opponent is fielding.&lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. Competes with Frenzied Flesh-Eater. This is also very good, since your abhorrants have so many attacks that they can do a LOT of damage with this. However, less reliable than Frenzied Flesh-Eater, since those 6s may not always happen.&lt;br /&gt;
#&#039;&#039;&#039;Majestic Horror:&#039;&#039;&#039; If you have a summoning Command Ability, use it for free. It will save you one command point. Which can actually mean a lot. It means that your Archregents/Ghoul Kings don&#039;t need to hang around the throne, or can work great with your mounted kings. It&#039;s not as game breaking as before, but you can hardly go wrong with a free command point.&lt;br /&gt;
#&#039;&#039;&#039;Dark Wizardry:&#039;&#039;&#039; Add 1 to the General&#039;s Casting, Dispelling and Unbinding rolls if they&#039;re a Wizard. This is nuts. It&#039;s an incredible command trait, especially for your Archregents, who can cast 2 spells AND unbind 2 spells a phase. This is probably the strongest and most reliable trait for a foot ABHORRANT hero, who usually prefer to support than fight. Your mounted kings work best with the more combat-oriented traits above, and even then, they may prefer this due to the fact that your kings aren&#039;t that scary in combat. &lt;br /&gt;
#&#039;&#039;&#039;Completely Delusional:&#039;&#039;&#039; Once per battle, if your general is still alive, you can change your current delusion to a new one. You cannot choose a Grand Court though. Actually quite good, as your delusions are actually solid. It does give you huge flexibility, for example, start with Crusading Army to NYOOOOOOM up the board, then change to Feast Day when getting stuck in. Or use Defenders of the Realm if you&#039;re expecting an alpha strike, then swap to Feast Day to boost your combat power. The possibilities are actually limitless.&lt;br /&gt;
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Definitely a great table. Your close combat generals would appreciate almost any of the combat traits, Majestic Horror is a great utility trait that will always get work done no matter what, Dark Wizardry is just crazy good, while Completely Delusional is an incredibly strong trait that requires finesse to use but is greatly rewarding when used well. Archregents will love Dark Wizardry, that is a given. &lt;br /&gt;
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&#039;&#039;&#039;Nobility: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat general. Haunter and Infernal Courtiers will like it, and Varghulfs will love this. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;.  See above. &lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. This is great. Your Haunter Courtier has multi damage weapons that will love exploding dice, and your Varghulf Courtier will go nuts with this, thanks to his insanely high damage output, while your Infernal Courtier will certainly appreciate this.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Brute:&#039;&#039;&#039; Add 1 to your general&#039;s wounds. Not bad. But generally quite unimpressive compared to the other options. &lt;br /&gt;
#&#039;&#039;&#039;Cruel Taskmaster:&#039;&#039;&#039; You can re-roll the dice when using the Muster ability. Less potent for a Ghast Courtier, since ghouls are regenerated on a 2+. However, this is a godsend for Haunter or Infernal Courtiers, since a re-rollable 5+ is technically equivalent to a 4+. Keep in mind that any dice can be rerolled, including successful rolls, so that Varghulf Courtier who brought back a bunch of ghouls can actually reroll the dice and fish for 5s and 6s. A very good trait. *&amp;lt;i&amp;gt;Actually&amp;lt;/i&amp;gt;, if you reroll, you must reroll ALL the dice.  So more of a safety net if you roll terribly than a constantly reliable trait.&lt;br /&gt;
#&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; You&#039;re a WIZARD, Harry! A flesh-eating and completely insane one, too. You also get to cast 1 spell, unbind 1 and know the Black Hunger spell. This is another insanely strong trait. Being a FLESH-EATER COURTS WIZARD means that you can cast Endless Spells, and you also know one spell from the Lore of Madness (More on that later). This is extremely good, but since feed on Dark Magic only triggers if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell, it falls short in that regard.&lt;br /&gt;
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Overall, a great set of command traits. This whole table generally does best with a Varghulf Courtier general, but the others can work. Combat generals should probably grab Savage Beyond Reason, while anything else should usually get Dark Acolyte. Cruel Taskmaster is crazy good but depends heavily on what you need. Usually, another wizard is better than rerolling your muster ability.&lt;br /&gt;
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==Artifacts==&lt;br /&gt;
There are 2 sets of artifacts now, one for Abhorrants and one for Courtiers.&lt;br /&gt;
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&#039;&#039;&#039;Royal Treasury: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Signet of the First Court:&#039;&#039;&#039; Unmodified wound rolls of 6 by the general get damage increased by 1 for that attack. Most Abhorrants have a lot of attacks, so they can definitely get some serious mileage out of this. Somewhat overshadowed by the support artifacts, but great if you want a damage focused abhorrant. &lt;br /&gt;
#&#039;&#039;&#039;Splintervane Broach:&#039;&#039;&#039; Enemy Wizards within 12 subtract 1 from their casting rolls. Very nasty if you can get within range, but a lot of Wizards will just move out of range of it, so unreliable. Having said that, with the arrival of Malign Sorcery and increased focus on magic, this is definitely a more viable option than in AOS 1.0. If you are playing a one off against a magic heavy opponent or have a magic heavy local meta, it definitely bears consideration.&lt;br /&gt;
#&#039;&#039;&#039;Blood River Chalice:&#039;&#039;&#039; Once per game heal D6 wounds on your character. Best on a mounted ghoul kings who just shifted down a wound level to bounce him back up. It&#039;s a great artifact. Wasted on foot kings, who only have 6 wounds, or Archregents, who already heal 3 wounds instantly. This should always be given to mounted kings, who can heal D6 from this, then D3 from their Royal Blood ability, which can mean a TON of wounds recovered. Excellent artifact, you can get a ton of mileage out of this. In practice, many opponents will try to one shot the bearer so he can&#039;t use it. If you can predict when he&#039;s gonna do it, try casting Unholy Vitality (Your TG riding king&#039;s unique spell). Even if your opponent manages to kill him, he would have wasted so much damage on your character trying to kill him. &lt;br /&gt;
#&#039;&#039;&#039;The Grim Garland:&#039;&#039;&#039; Enemy units within in 6 subtract 2 from their Bravery. In practice, this means 1 enemy unit, but this is still incredible. An autopick for any Flayer or Terrorgheist heavy list. Your shooting attacks will deal huge amounts of damage, and that&#039;s not even taking into account the horrendous battle shock that you have to take, normally forcing the wasting of a LOT of command points for Inspiring Presence. &lt;br /&gt;
#&#039;&#039;&#039;The Dermal Robe:&#039;&#039;&#039; Add 1 to casting, dispelling, unbinding rolls for bearer. Once again, just plain insane. You can either stack it with Dark Wizardry for a godlike caster who can compete with Arkhan and even Nagash, or you can give it to someone else to spread your spells around. Generally best with Archregents once again, who are complete gods of magic for the flesh-eaters. This is an insanely good artifact, that you seriously cannot go wrong with.&lt;br /&gt;
#&#039;&#039;&#039;Heart of the Gargant Feast:&#039;&#039;&#039; Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit. What he said. The artifact is relatively meh, but if you truly wish to use it, use it with a strong mounted king, and buff him with stuff like Feeding Frenzy, the Archregent&#039;s Ferocious Hunger, Zombie Dragon King&#039;s Malefic Hunger, you get the idea, especially if you REALLY want something just that dead, since the aforementioned spells actually buff your mount too. &lt;br /&gt;
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&#039;&#039;&#039;Noble Heirlooms: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Keening Bone:&#039;&#039;&#039; One the bearer&#039;s melee weapons has its range changed to 3 inches. Formerly seen as a joke, but it&#039;s a very interesting artifact. 3 inches is massive, and as such, when piling in your hero, this can be used as a very nasty surprise. This actually makes for a great hero killer, especially after piling in. Feeding Frenzy can be used to get even more threat range, allowing you to hit squishy support heroes standing behind, or attack powerful melee characters from a safe range - behind his own troops.  &lt;br /&gt;
#&#039;&#039;&#039;Medal of Madness:&#039;&#039;&#039; Once per battle ROUND this now allows the Courtier to use one of the three generic command abilities for free. (per the FAQ)&lt;br /&gt;
#&#039;&#039;&#039;The Flayed Pennant:&#039;&#039;&#039; Re-roll failed charge rolls for FLESH-EATER COURTS units wholly within 12 inches of bearer. Oh how the mighty have fallen. Yet, not all hope is lost. Still makes for super cool conversions, such as a Chaos warrior&#039;s banner, or heck even a Bloodletter&#039;s Bloodsoaked Banner. This is arguably stronger than before. It&#039;s effect is permanent, and once again, a Varghulf carrying this could zoom around, buffing everyone you need to buff. Free re-rolls means more CPs saved, and thus more Feeding Frenzies, or more summons or more Grand Court command abilities. Just make sure you position your Courtier to be where most of your charges will be made.&lt;br /&gt;
#&#039;&#039;&#039;Carrion Wand:&#039;&#039;&#039; Bearer can cast Arcane Bolt like a WIZARD. If he&#039;s already a WIZARD, basically if he has the Dark Acolyte command trait, add 1 to casting rolls for Arcane Bolt. Not amazing, but it&#039;s interesting, since you can use Arcane Bolts to snipe enemy characters. It&#039;s decent, though not that useful.&lt;br /&gt;
#&#039;&#039;&#039;The Fleshform Raiment:&#039;&#039;&#039; Subtract 1 from bravery of enemy units within 3 inches of bearer. A straight downgrade from the Grim Garland. In every single case, you should take Grim Garland over this. Abhorrants have access to larger bases, and the debuff is far more painful. However, if you still want this artifact, then you should probably take both this AND the Grim Garland. If you want the bravery bomb, then you pretty much HAVE TO COMMIT. Still not the most recommended choice.&lt;br /&gt;
#&#039;&#039;&#039;The Bilious Decanter:&#039;&#039;&#039; Wow. Once per battle, add 2 to the attacks of the bearer&#039;s melee weapons. It goes without saying, but Varghulfs benefit massively from this. They have the most accurate attacks, a ton of damage, good rend, and this just boosts it to ridiculous levels. Use Feeding Frenzy to get the most out of this baby. And it&#039;s still incredible on Haunter or Infernal Courtiers, who will definitely love the extra damage. &lt;br /&gt;
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====Mount Traits====&lt;br /&gt;
Similar to artifacts, you can pick one to give to your mounted ghoul kings. And for each battalion you have, you can pick another. Completely independent from artifacts, which is awesome. Designer&#039;s Commentary also confirms that these traits may be duplicated, unlike Artefacts of Power.&lt;br /&gt;
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&#039;&#039;&#039;TERRORGHEIST TRAITS: HERO mounted on Royal Terrorgheist only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039; This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Death Shriek, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually not bad. But relatively weak on a Terrorgheist, since most of his damage comes from his bite, which already does mortal wounds and has a TWO REND. A bit situational, since not many things have such a good save to warrant a -3 rend modifier. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Infested:&#039;&#039;&#039; When the monster dies, inflict 3 mortal wounds instead of D3 with the Infested ability. This is actually really good. A mounted king built for damage can swoop in the middle of the enemy, devastate them, explode and deal a ton of wounds. A very solid trait for Terrorgheists. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Gruesome Bite:&#039;&#039;&#039; Re-roll hit rolls with the Terrorgheist&#039;s Fanged Maw. This is almost always the best trait to pick. A 4+ rerollable is better than a 3+, significantly improving your accuracy. Plus, you can fish for more mortal wound hits, which is utterly terrifying. A must-pick to skyrocket your damage potential. &lt;br /&gt;
*&#039;&#039;&#039;Devastating Scream:&#039;&#039;&#039; Add 1 to the roll for Death Shriek. Not very strong, since it&#039;s only one extra wound. Overshadowed by the other traits here.&lt;br /&gt;
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Kings on Terrorgheists should usually prioritize Gruesome Bite, while Horribly Resilient and Horribly Infested are other great choices. The others are usually not that powerful, or are too situational. &lt;br /&gt;
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&#039;&#039;&#039;ZOMBIE DRAGON TRAITS: HERO mounted on Royal Zombie Dragon only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039;  This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Pestilential Breath, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually a good choice for your zombie dragon. Most of his damage comes from that brutal claws, and 2 rend on those is terrifying. He doesn&#039;t do mortal wounds like a Terrorgheist, so extra rend is honestly much more useful for him.&lt;br /&gt;
*&#039;&#039;&#039;Baneful Breath:&#039;&#039;&#039; Re-roll wound rolls for Pestilential Breath attacks. A very solid trait. Your accuracy is incredible, and you&#039;ll hit almost every single time. The biggest weakness of this is the unreliability of the damage D6. It&#039;s a decent choice.&lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Necrotic Fangs:&#039;&#039;&#039; Re-roll damage rolls for your Snapping Maw. Not bad. But given the bad hit-rolls of this weapon, it can be skipped since the hardest part is hitting in the first place. &lt;br /&gt;
*&#039;&#039;&#039;Death From The Skies:&#039;&#039;&#039; STEEL REEHN. Your Dragon can appear anywhere on the board at the end of the first movement phase. Actually a super good trait. Not for first-turn charges. But because your King can basically be where he is needed most. Maybe your Horrors are already getting stuck in, and need your king for the hit re-roll aura and the Malefic hunger buff? Or those Ghoul Patrol Crypt Ghouls are trying to charge and might need a Forward to Victory? There&#039;s a ton of possibilities with this trait, which gives you massive flexibility. &lt;br /&gt;
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Death From The Skies should be given first priority, while Razor-Clawed and Horribly Resilient are possible but worthy choices.&lt;br /&gt;
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====Notable Artifacts of the Realms====&lt;br /&gt;
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==Lore of Madness==&lt;br /&gt;
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FLESH-EATER COURTS WIZARDS only. Each WIZARD gets one spell from this list. They can actually have multiple copies of the same spell, they just can&#039;t attempt it more than once in the same hero phase. Also, Courtiers with Dark Acolyte get spells from here, since they are wizards in a Flesh-Eater Courts army.&lt;br /&gt;
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*&#039;&#039;&#039;Bonestorm&#039;&#039;&#039; Casts on a 5. Roll a dice for each enemy within a foot, and on a 2+ they take a mortal wound. Decent enough as your second or third pick, and as a plus you get to yell out BONESTORM!&lt;br /&gt;
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*&#039;&#039;&#039;Spectral Host&#039;&#039;&#039; Casts on a 6. This one lets a unit within 12 fly. If it could already fly they can run and charge. Be still my unbeating heart, this one is amazing. Blisterskin flayers with an average threat range of 25 inch threat are really rather worrisome. Roll a 10 and it&#039;ll target 3 units. Neat. ( pairs well with the blisterkin command ability and any non flying units).&lt;br /&gt;
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*&#039;&#039;&#039;Monstrous Vigor&#039;&#039;&#039; Casts on a 5. A monster gets to pretend it isn&#039;t wounded. REALLY good in Gristlegore, but otherwise probably less good than the other options on the list.&lt;br /&gt;
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*&#039;&#039;&#039;Miasmal Shroud&#039;&#039;&#039; Casts on a 5. Roll 3 dice, for each 5+ you do a mortal to the target unit. If you roll a double they get -1 to hit. A triple they also get -1 to wound. Interestingly enough it doesn&#039;t HAVE to do mortals to nerf the unit, so on triple 1s they&#039;re still useless.&lt;br /&gt;
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*&#039;&#039;&#039;Deranged Transformation&#039;&#039;&#039; Casts on a 6. This one is... actually pretty good!. It adds a unit&#039;s wounds to their move, as long as it&#039;s less than 7 wounds. Suddenly a unit of flayers gets +4 move, and that&#039;s really rather cool. Similar to Spectral Host, and just like it, you can target 3 units if you roll a 10+. Very good, albeit situational compared to Spectral host. You need to build your list around this. Your Horrors and flayers will benefit a LOT from this. Gaining 4 inches move is no joke, and significantly increases your threat range. Deranged Transformation needs to be considered properly. Horrors will appreciate this the most, as you can now pick and choose your favored targets. &lt;br /&gt;
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*&#039;&#039;&#039;Blood Feast&#039;&#039;&#039; Casts on a 7, pick an enemy within 12 of the caster, and a friendly within 6 of that unit. D3 mortals to the baddies, d6 on a 10+. The friendly heals for 1 for each wound done, or if they only have 1 wound, aka ghouls, you can bring back that many dead dudes. Pretty solid spell, and a good way to keep your big scary dragons in fighting form!&lt;br /&gt;
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==Endless Spells==&lt;br /&gt;
&#039;&#039;&#039;Cadaverous Barricade:&#039;&#039;&#039; Casting value 5 endless spell that doesn&#039;t move, non-DEATH units within 3 inches of this model that start a move suffer a halved distance when making moves. This includes charges, runs, retreats, whatever. It&#039;s only 30points for a wall of bullshit that will make your opponent tear his hair out. Unfortunately, it doesn&#039;t affect Death units. However, bear in mind that this thing also gives cover to units being shot by ranged weapons, so long as the shot unit is within 1 inch of this spell, and if the attacker is closer to the wall than they are to the unit they&#039;re shooting. Remember. How much shooting do you actually have? Flayers, Terrorgheists, who do mortal wounds, zombie dragons, whose rend of -3 does not give a shit. So that pretty much never helps your opponent. Plus it has a longggg range of 24 inches. There are several ways to abuse this thing. Firstly, if your opponent is unfortunate enough to not be dead, a Cadaverous Barricade in the middle of his army will ruin his plans. Plus, you can also dump it in the middle of combats to deny pile in space for your opponent&#039;s scariest monsters and fighters, or block off units trying to claim objectives. Endless Spells are counted as friendly models, so you can only move through this if you can fly (or have some similar ability). You&#039;ll be making everything walk around the flimsy metal fence!&lt;br /&gt;
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&#039;&#039;&#039;Chalice of Ushoran:&#039;&#039;&#039;An endless spell that doesn&#039;t move, count the number of models slain within 12&amp;quot; (Not wholly within, and not units), at the end of each TURN, roll a number of dice equal to that count. For each 4+, heal 1 wound or return a model with a Wounds characteristic of 1 to any FLESH-EATER COURTS unit or model. This is the example of the perfect endless spell. It ties perfectly into our playstyle. Put in the middle of a huge scrum, and watch as this, combined with mustering, just brings back most of your army. It&#039;s still relatively cheap at 50pts, making it easy to slot into any list. Your opponent will do his utmost to dispel this, so you&#039;re probably only able to use it in your turn, but that means one less casting attempt for your opponent. Don&#039;t be afraid to dispel it yourself, though, if the fighting moves somewhere else, and you might need to relocate the Chalice. Remember, you can use it to heal multi-wound models like Horrors and Flyers, but you can&#039;t return a model. So for the sake of Nagash, bring ghouls if you want the most out of this. Ghouls drop like flies, so use it to heal either your ghoul units, or your stronger hammers, such as monsters, Horrors, Flayers, or your Courtiers. Don&#039;t always depend on whether your opponent&#039;s going to bring a horde to feed your damn chalice, just feed it yourself. &lt;br /&gt;
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&#039;&#039;&#039;Corpsemare Stampede:&#039;&#039;&#039;a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats (not equals) the unit&#039;s wound characteristic, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead. Very strong. Hordes will cry against this, and it even moves 14 inches and flies. While the enemy can certainly send it right back at you, if you have it go over his whole battleline, then he&#039;ll have to run it through his lines AGAIN to whack you with it, forcing him to move it away, which could endanger his backline if they&#039;re too close. Casting value of 7, making it annoying to dispel without buffs. Overall, an excellent choice. Plus, even if it does trample your guys, your guys have the sustain to tank it, the enemy doesn&#039;t. And it&#039;s not even expensive.&lt;br /&gt;
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==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;FLESH-EATER COURTS&#039;&#039;&#039;. Apart from the Ghoul King (in all his variants), the Terrorgheist and the Zombie Dragon all the units also have the &#039;&#039;&#039;MORDANT&#039;&#039;&#039; keyword.&lt;br /&gt;
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===Leaders===&lt;br /&gt;
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====Abhorrants====&lt;br /&gt;
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These are your typical leader Heroes. Each of them comes with a Command Ability and each is a wizard. Though none of them can use summoning magic as such, each Abhorrant variant can summon new units. Ghouls for the footslogger, Crypt Horrors/Flayers for the one on Terrorgheist, Courtiers for the one on Zombie Dragon and any of your choice for the Archregent. Thanks to the non-existence of summoning magic in this army, these Commands are the only way to set up entirely new units. Compare Commands and unique spells to find out which ones you want to have in your army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Terrorgheist.pdf Abhorrant Ghoul King on Terrorgheist]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can grant a 5+ save-after-the-save to a Flesh-Eater unit and can summon new units of Crypt Flayers or Crypt Horrors. Other than that, it&#039;s a Wizard, it has a Command and it has three powerful melee profiles in addition to a dangerous not-a-breath-attack. Remember, his command ability has some serious utility. Flayers have a ranged attack, which while bad at long range, will do some damage. Horrors are not bad, and can divert your opponent&#039;s attention and effort from your mainline, even worse if they get a charge off. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Zombie_Dragon.pdf Abhorrant Ghoul King on Zombie Dragon]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Exactly what it says on the tin. Just like the variety on the Terrorgheist, this one here has some seriously powerful buffs. First of all, as a Command, he can summon new Courtiers OF ANY TYPE (who can then proceed to summon more foot soldiers). Then, his unique spell makes a 10&amp;quot; bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase. Both mounted Ghoul Kings are excellent choices, but eat points REALLY fast. This King&#039;s command ability is excellent. To put it simply; ALWAYS summon a Varghulf Courtier. He&#039;s a high damage fighter, who replenishes ALL your guys, is fast, and still gets a Look Out Sir! This summon should be used wisely, and can be used for multiple ways. Maybe an ambushing unit of ghouls needs a hero&#039;s Forward To Victory, or a Blisterskin Flayers unit wants a Feeding Frenzy buff but are too far. This can go a long way. &lt;br /&gt;
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*&#039;&#039;&#039;Abhorrant Ghoul King:&#039;&#039;&#039; Not that murderous when compared to a Vampire Lord in terms of killing power, but absolutely amazing when compared to the average Wizard. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Varghulfs terrifying, but if you cast this on a Ghoul King on Terrorgheist, he&#039;ll pluck whole units apart by himself. Another thing that needs to be addressed is that a Ghoul King is a fucking cockroach. 6 Wounds at a 4+ save and a regeneration of D3 Wounds a turn means the enemy either dedicates entire war machine salvos to kill this guy or he&#039;ll be good as new two turns later. Sure he can&#039;t go toe-to-toe with an Ironjaws Megaboss (who can?), but he&#039;ll survive stuff that could easily overkill most other buffers and wizards. His command ability seems weak, but can be very strong in Morgaunt. 10 Ghoul units get an extra attack if close enough to a Courtier, significantly increasing their damage output. Furthermore, these units can claim objectives and just be incredibly annoying. Plus it&#039;s free if used closeby the Charnel Throne. &lt;br /&gt;
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*&#039;&#039;&#039;Abhorrant Archregent:&#039;&#039;&#039; Essentially a souped-up footslogger Ghoul King. Has an extra wound and attacks, but his major advantage over the vanilla one is his magic, with the ability to cast an extra spell and a variant of the Ghoul King&#039;s spell that grants d3 attacks. Also heals a flat three wounds per turn. He also combines the summoning abilities of all the different Abhorrent Ghoul Kings. He can either summon a unit of 20 Ghouls, 3 KNIGHTS or a Courtier. This adds a degree of flexibility mid-game. If you take one, place him close to the (free) charnel throne to use his summon ability without paying a CP. Remember, he is NOT a dedicated fighting hero, but he can do some work. Try not to risk him in melee. His support value is just too good. He&#039;s basically a direct upgrade over a foot Ghoul King. And don&#039;t forget, he can regenerate 3 wounds. The Ghoul King&#039;s a cockroach? Fuck that noise. This guy will never die unless your opponent truly commits to murdering him off the board. Remember, his command ability is crazy versatile. Use it wisely, according to the situation at hand.&lt;br /&gt;
   *Also, remember that as his spell and the normal foot Ghoul King&#039;s are different, they stack.  A potential 4 extra attacks on a unit is ruinous, especially with feeding frenzy.&lt;br /&gt;
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====Courtiers====&lt;br /&gt;
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Courtiers are more support Heroes and beatsticks, not proper leader types and thus come without any Command Abilities or magic. What they do is still very important though, as of they can Resurrect Slain Models, as of second edition. Keep in mind though that they cannot set up new units, only the Ghoul Kings can do that. This is not to say your Courtiers are less important though as they can, for example, add Ghouls to a unit until it gets its Battalion Strength back. As they don&#039;t have the Monster Keyword despite appearances, they all benefit from Look Out Sir.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Varghulf_Courtier.pdf Varghulf Courtier]:&#039;&#039;&#039; The most versatile of all the courtiers - The Varghulf flies, has a 10&amp;quot; move and a bunch of strong attacks with more if it&#039;s in melee with ten or more models. This courtier is at it&#039;s best supporting your knights and serfs against chaff and mass battleline - with the aforementioned attacks bonus, Feed on Dark Magic, and Feeding Frenzy (not to mention artifacts to bump up it&#039;s attack potential), you are looking at an excellent battleline buster. Don&#039;t let him get into combat with tough hammer units or heavy hitting monsters - 8 wounds and a 5+/6++ save goes far too quickly. It heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell within 18&amp;quot; of him (Feed on Dark Magic). Oh, and unlike other courtiers, he can muster Flayers, Horrors and Ghouls. An excellent summoning choice - summon it in near units in combat at the table edge, in range for Feeding Frenzy, or place it range to support mass Ghouls - a very versatile part of the FEC army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghast_Courtier.pdf Crypt Ghast Courtier]:&#039;&#039;&#039; A teeny tiny Ghoul champion upstart. That&#039;s what he is. He has a bunch of weak attacks and is still somewhat fragile for a Hero, with 4 Wounds and a 5+ save, similar to a Grot. His real use is in resurrecting, on average, 5 Ghouls per Hero Phase (yes, that means you can heal Ghoul units back to the point where their size-bonus activates) and he makes them stronger if he personally kills an enemy. Only use this as a last resort, though, as his reviving is superb and he&#039;s too fragile to risk in melee.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Haunter_Courtier.pdf Crypt Haunter Courtier]:&#039;&#039;&#039; A slightly stronger Crypt Horror champion who can summon more of his flunkies. That last part alone is already cool, as Crypt Horrors are very powerful, but the fact that the Courtier is strong in melee and regenerates should not be forgotten. If he is your general, Crypt Horror Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;; With AOS2 making it so everyone can use Command Abilities, you won&#039;t feel that you&#039;re losing something when you make him your general. The Gutbusters Gorger model will make for a perfect Crypt Haunter Courtier if you don&#039;t want to go the conversion/special paintjob route.  Equip him with a high-rend weapon from Malign Sorceries and keep near an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; for rerolls to hit and he&#039;ll destroy almost anything he comes up against.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Infernal_Courtier.pdf Crypt Infernal Courtier]:&#039;&#039;&#039; Blessed with everything a Crypt Flayer needs to be good. 5 attacks with 2 damage already make him as good as a small squad of normal Crypt Flayers and instead of a milquetoast Bravery-scream, he breathes fire. This guy is an absolute powerhouse AND he can Resurrect Crypt Flayers. If he is your general, Crypt Flayer Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;.&lt;br /&gt;
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===Hollowmourne===&lt;br /&gt;
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&#039;&#039;&#039;Duke Crackmarrow:&#039;&#039;&#039;added to the game Beastgrave not too much ago, you have to take this guy and his band (the grymwatch that we will analyze later) for 120 points. While those bands usually suck when used into normal battles, this guys are really good in what they do. The Duke had a fine weapon, the halberd (2&amp;quot;,3A,3+,3+,-1,2D) who make him a good hero killer, but a really terrifying monsters killer, adding one to his damage if he attack monster. If you play him into a Flesh-eater court army, you add many ways to give him extra attacks with spells and also make him attack again. Don&#039;t get fooled, if rightly buffed this guy can take down many monsters in one turn. Also, he can easily Resurrect his companion, rolling six dices and for every 2+ Resurrect a model. This mean that you will probably refill the unit even if just a guy survived. Note also that you can use them in every army as mercenary, and this isn&#039;t such a bad idea.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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Unlike their unit entries in Grand Alliance: Death, the Flesh-Eater Courts cannot use summoning magic as their warscrolls kept the summoning spells on them or have the Summonable Keyword. Not to fear though, you can still pile heaps of new models onto the table with this army.&lt;br /&gt;
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====Serfs====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghouls.pdf Crypt Ghouls]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039; Your basic infantry and not too shabby, all things considered, especially since just about everything in this army either makes these little guys better or allows you to toss more of them onto the board. They get two attacks each with a third if the unit&#039;s big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of &amp;lt;s&amp;gt;cover and&amp;lt;/s&amp;gt; Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.&lt;br /&gt;
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&#039;&#039;&#039;grymwatch:&#039;&#039;&#039; [disclaimer! They aren&#039;t serf, but being basically different ghouls i put them here for make my work easier] at a first look this guys are the looser version of the ghouls. 5 of them attack with bone weapons (1&amp;quot;,2A,4+,4+,/,1D) and the bats with their fangs (1&amp;quot;,d6A,4+,4+,/,1D). Their attacks are quite bad indeed, but then you read their abilities and everything change. This guy&#039;s weapons deal 2 damage instead of one on Monsters. You are probably playing them in a Flesh-eater army, so there are many ways to get extra attacks and attack twins in combat phase. This guys then turn into a really good unit of monsters slayer, with the only downside of don&#039;t have rend at all. Also, their second ability is to take wounds at a 4+ instead of their hero, the Duke. Consider to use them as a health bar, because only the Duke is a incredible monsters slayer all of his own.&lt;br /&gt;
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====Knights====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Horrors.pdf Crypt Horrors]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Haunter Courtier is your General. Simply put, Crypt Horrors are Ogre equivalents. 4 Wounds, 5+ save. 3 attacks with no Rend and 2 Damage each. You know, the usual. These here also regenerate and get rerolls To Hit if a Ghoul King is nearby, thereby eliminating their only real weakness. Take this first. Flayers are also useful, but more gimmicky skirmishers compared to the powerful sledgehammers the Crypt Horrors are.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Flayers.pdf Crypt Flayers]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Infernal Courtier is your General. Their melee profile is the same as that of Horrors with one more attack, but with only damage 1 and rend and the chance to inflict mortal wounds. Then you see that they have a scream attack that inflicts mortal wounds equal to the bravery they beat on a 2d6(-2 on the roll if not within 3&amp;quot; of the target). Then you finally realize they&#039;re not meant to be powerhouses. They&#039;re harassers and tarpits, just like Razorgors for the Beastmen and are very useful when summoned via Command Ability, because they are fast enough to close the distance quickly. Oh, and you need these because the Crypt Infernal Courtier, aka the second-best Courtier, summons them.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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Unlike the versions in Grand Alliance: Death, the warscrolls for this army actually have the Flesh-Eater Courts keywords and are thus susceptible to the awesome buffs you dish out. Never forget that, as it gives you an enormous edge.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Terrorgheist:&#039;&#039;&#039; It&#039;s powerful, with its Shriek being downright terrifying. &amp;lt;s&amp;gt;3D6 minus Bravery mortal wounds, eh? That&#039;ll halve a Liberator unit on average.&amp;lt;/s&amp;gt; Unfortunately, someone at GW noticed just how powerful this was and now it&#039;s 6+D6 minus Bravery Mortal Wounds. And while this has dramatically cut down on the maximum damage, it has also made it much more reliable. They also decided to make the Terrorgheist&#039;s regeneration dependent on having a Ghoul King of any kind close by, but in exchange they gave it a better 4+ save and even stronger attacks than before. It also explodes into a bunch of mortal wounds when it dies, which can make your opponent hesitate to finish it off, at which point it will regenerate and eat his sorry ass. In short, a Terrorgheist has the works: High flying Move, lots of wounds with a good save, very high damage, a dangerous shriek and if run alongside a mounted Ghoul King, great regen.&lt;br /&gt;
**This is Battline if you&#039;re playing Gristlegore. Just show up to a 2000 point game with 7 models on the table and smile at your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Zombie Dragon:&#039;&#039;&#039; Don&#039;t. Scroll way up. Play this thing with the Ghoul King on top. Seriously, the Ghoul King adds so much to this thing it isn&#039;t funny. As in, another melee profile, powerful regeneration, magic and a Command Ability.&lt;br /&gt;
**Except in the case of Gristlegore when this thing becomes Battleline. BATTLELINE DRAGONS. It&#039;s like the weird lovechild of Beastclaw Raiders and Order Draconis!&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Scenery_Charnel_Throne.pdf Charnel Throne]:&#039;&#039;&#039; Gives +1 bravery to Flesh-Eater units within 1&amp;quot; and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent is within 1 inch of it (Recommended to sit on the throne itself for badass points) they get to use their summoning command ability for free. This doesn&#039;t apply to the mounted Ghoul King command abilities, so no cheesing. While it seems shit at first glance, there&#039;s actually gold  hidden in that pile of shit. Using command abilities for free is incredible, because those saved Command Points WILL add up to a TON of points, which means a LOT of Feeding Frenzies and other command abilities over the whole game. The other effects rarely come up due to how aggressively the Flesh-Eater Courts play, but could be useful. And remember, that Charnel Throne? That big, ostentatious and grand chair? It&#039;s denying space to that tree-humping Sylvaneth bastard, so you can go ahead and kiss your throne and thank it for watching your ass.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Royal Family===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, Abhorrant Ghoul King on Royal Terrorgheist or an Abhorrant Ghoul King on Royal Zombie Dragon and between 2 and 6 Abhorrant Ghoul Kings&#039;&#039;&#039;&#039;&#039; (Min: 560; Max: 1400)&lt;br /&gt;
&lt;br /&gt;
Your basic leader Battalion buffs nearby Courtier muster abilities. Really only useful for larger games or an elite focused army. If you have a bunch of the old Strigoi Ghoul King models lying around, by all means, play it.&lt;br /&gt;
&lt;br /&gt;
===Attendants at Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier and two units of Crypt Horrors&#039;&#039;&#039;&#039;&#039; (Min: 550; Max: 1510)&lt;br /&gt;
&lt;br /&gt;
A very nice formation. Their reroll To Hit abilities, which normally hinge on a Ghoul King being close by, are now always active in this Battalion. &lt;br /&gt;
&lt;br /&gt;
===Deadwatch===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Infernal Courtier and 3 units of Crypt Flayers&#039;&#039;&#039;&#039;&#039; (Min: 740; Max: 2270)&lt;br /&gt;
&lt;br /&gt;
Slightly bigger Battalion but worth it, as it allows one unit to pile in and attack in your Hero Phase as well as in the Combat Phases. Turns their decent attacks into terrifying attacks.&lt;br /&gt;
&lt;br /&gt;
===Abattoir===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier, two units of Crypt Horrors and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 660; Max: 1880)&lt;br /&gt;
&lt;br /&gt;
Roll a D6 for every enemy &#039;&#039;model&#039;&#039; within 3&amp;quot; of any model from this battalion at the end of the combat phase. On a 6, their unit takes a Mortal Wound. That&#039;s a lot more chance to mortal wounds than it was previously as you&#039;ll rolling in both your turn and your opponent&#039;s, plus it can trigger the same turn you charge into combat.  This is, again, in addition to any other damage they will do during the game.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Patrol===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier and 3 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 540; Max: 1320)&lt;br /&gt;
&lt;br /&gt;
Lets any unit from the battalion outflank. In your first movement phase, you must set them up within 6&amp;quot; of &#039;&#039;any&#039;&#039; table edge. &lt;br /&gt;
&lt;br /&gt;
===King&#039;s Ghouls===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier, a unit of Crypt Horrors and 2 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 600; Max: 1600)&lt;br /&gt;
&lt;br /&gt;
Only lets you ignore battleshock while close to the Courtier now, which may not last long unless you can hide it (behind the Horrors for example).  But with command points being so useful now, it may be worth it for the Inspiring Presence saving.&lt;br /&gt;
&lt;br /&gt;
===Royal Mordants===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 710; Max: 1960)&lt;br /&gt;
&lt;br /&gt;
In your hero phase, one unit from the battalion wholly within 16&amp;quot; if the Varghulf may make a normal move.  Watch your Crypt Flayers fly from one end of the board to the other in one turn :-)&lt;br /&gt;
&lt;br /&gt;
===Royal Menagerie===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 or more Royal Terrorgheists or Royal Zombie Dragons in any combination&#039;&#039;&#039;&#039;&#039; (Min: 1020; Max: no max)&lt;br /&gt;
&lt;br /&gt;
Each model may heal D3 wounds if they are within 5&amp;quot; of any other model from the battalion.  Keep an ABHORRANT nearby and your Terrorgheists will be healing 2D3 wounds in each of your hero phases!&lt;br /&gt;
Also, Designer&#039;s Commentary has stated that &#039;&#039;&#039;GRISTLEGORE&#039;&#039;&#039; monsters that are Battleline are NOT Behemoths, so there really is no limit to how big this battalion can be.&lt;br /&gt;
&lt;br /&gt;
===Cannibal Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 of each of the following battalions: Royal Family, Attendants at Court, Deadwatch, Abattoir, Ghoul Patrol, King&#039;s Ghouls, Royal Mordants and Royal Menagerie&#039;&#039;&#039;&#039;&#039; (Min: 5730; Max: )&lt;br /&gt;
&lt;br /&gt;
For the filthy rich.  If your general is an Archregent or Ghoul King from this battalion, it also has the command abilities of any other units from this battalion.  Really nothing to write home about, as this basically means they will have one extra summon of 10 ghouls during the battle. Whoo.&lt;br /&gt;
&lt;br /&gt;
===King Vlagorescu&#039;s Ghoulish Host===&lt;br /&gt;
&#039;&#039;Found in the King Vlagorescu&#039;s Ghoulish Host box.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Ghoul King on Terrorgheist, a Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
&lt;br /&gt;
The same reform ability the Royal Mordants get and more interestingly the entire Battalion has a chance of piling in and attacking in your Hero Phase.&lt;br /&gt;
&lt;br /&gt;
===Flesh-Eater Courts Royal Hunt===&lt;br /&gt;
&#039;&#039;Found in Flesh-Eater Courts Starter Kit&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&#039;1 Ghoul King on Terrorgheist, 1 Unit of Crypt Horrors, 1 Unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
+1 to attacks by any model of the hunt in 10&amp;quot; of King - No obvious Battalion cost at this stage&lt;br /&gt;
&lt;br /&gt;
===The Arcasanctorian Guard===&lt;br /&gt;
&#039;&#039;Found in Carrion Empire&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, a unit of 3 Crypt Flayers, a unit of 3 Crypt Horrors, and a unit of 20 Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min:840 ; Max:840)&lt;br /&gt;
&lt;br /&gt;
Units from this Battalion reroll failed charges and don&#039;t take battleshock. For 110 points, in addition to the exacting unit size restrictions, this is utter garbage.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
Just buy two Start Collecting! boxes to start. That&#039;s it, you will get 20 Ghouls, a practically obligatory big monster, three Crypt-ids and a Courtier of your choice, there you have an 900 points army, excluding the additional big monster, which you could use to make a Vampire Lord on Zombie Dragon and a Ghoul King on foot (this last guy will fill your 100 points army perfectly) and two spared Crypt models. Here you have enough saving to buy yet another SC! box, mainly for the extra Ghouls and Crypt guys. From there, you can freely go crazy.&lt;br /&gt;
&lt;br /&gt;
The new nightfeast hunter box is a good deal as well! 20 Ghouls and 3 Crypt for $65 US. Though at this point, the Start Collecting! Box is only a little more, and you&#039;ll get the Terrorgheist, but only ten ghouls.&lt;br /&gt;
&lt;br /&gt;
If you chose the Terrorgheist, a good next step would be three boxes Crypt Horrors. Build one as a Crypt Haunter Courtier and the other eight as Crypt Horrors. This supplies you with an Abattoir Battalion, some Crypt Ghasts and a big monster-riding general.&lt;br /&gt;
&lt;br /&gt;
If you chose the Zombie Dragon, you may want to add some Crypt Flayers instead. Have your general summon a new Crypt Infernal Courtier every turn and have them summon Crypt Flayers until all your models are in play.&lt;br /&gt;
&lt;br /&gt;
If you chose to build the foot-slogger, get another such kit asap, build both monsters as Terrorgheists and put the second Ghoul King on the second bat, since normal Terrorgheists profit massively from having a Ghoul King on monster along for the ride.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Royal&amp;quot; Air Force===&lt;br /&gt;
For competitive play (2000pts) try this list, I&#039;ve played several battles (vs order and chaos armies) and still have to find this armies adversary.&lt;br /&gt;
&lt;br /&gt;
 - Battlescroll: Deadwatch&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   9 Crypt Flayers&lt;br /&gt;
   1 Crypt Infernal Coutier&lt;br /&gt;
 - Abhorrant Ghoul King on Terrorgheist&lt;br /&gt;
 - Varghulf Coutier&lt;br /&gt;
&lt;br /&gt;
This army is fast, all of them fly, regenerates units (flayers) and is full of possible mortal wounds dealing which are quit the deal.&lt;br /&gt;
Normal set up would be the 9 flayers in the middle with the 6 flayers each covering its flanks.&lt;br /&gt;
the Infernal (who has to be the general in order to make flayers battleline) and the varghulf hug each other and if possible cover behind the 9 flayers for adding losses. The Abhorrant Ghoul King on Terrgheist can be used for support on a flank though keep him close to the frontline for his delicious spell for 5++ save against all kinds of (mortal)wounds. Now with the Deathless minions rules you get for having the Death Allegiance from the Generals Handbook &amp;lt;s&amp;gt;(actually, because you have to have the Flesh-Eater Courts allegiance in order for Flayers to be Battleline, you can&#039;t use any of the Death allegiance abilities, you can only pick one allegiance)&amp;lt;/s&amp;gt;(see General&#039;s Handbook FAQ)(See Also, the thing in the actual Flesh-Eater Courts allegiance concerning Mortal Wounds), you&#039;ll have a 6++ (5++ if you choose or roll that one command trait for your general) save against wounds and mortal wounds. Enjoy your &#039;&#039;&#039;9 flayers with 5+, 5++, 6++/5++&#039;&#039;&#039; with casualty replenishment for each &#039;&#039;&#039;5+ on 12 dice&#039;&#039;&#039; all the while they deal wounds and mortal wounds &#039;&#039;&#039;both in close combat and your hero phases&#039;&#039;&#039;! I&#039;ve seen them tear down Alarielle due to volumes of attacks and those delicious mortal wounds. Watch out for negative modifiers against your flayers (they&#039;ll lose the mortal wounds on 6s when they have a -1 to hit) and protect your Infernal and Varghulf!&lt;br /&gt;
&lt;br /&gt;
Beware though, Deadwatch has been massively nerfed, since now only 1 unit of Flayers can attack per hero phase. Don&#039;t let it stop you from playing this, but it&#039;s definitely weaker than it used to be.&lt;br /&gt;
&lt;br /&gt;
===One SC Army===&lt;br /&gt;
&lt;br /&gt;
Actually you can get your first 980 pts army with one &amp;quot;SC&amp;quot; box and &amp;quot;Endless Spells&amp;quot; box:&lt;br /&gt;
&lt;br /&gt;
Just build your Crypt guys as Crypt Haunter Courtier and Crypt Infernal Courtier. Also you can build your Crypt Ghast Courtier whith reamining parts and some green stuff. Choose Gristlegore Grand Court and take your Ghoul king and Terrorgheist separately.&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
Leaders:&lt;br /&gt;
 - Abhorrant Ghoul King(160pts)&lt;br /&gt;
 - Crypt Ghast Courtier(60pts)&lt;br /&gt;
 - Crypt Haunter Courtier(120pts)&lt;br /&gt;
 - Crypt Infernal Courtier(120pts)&lt;br /&gt;
Units:&lt;br /&gt;
 - 10 Crypt Ghouls(100) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Behemoths:&lt;br /&gt;
 - Gristlegore Royal Terrorgheist(300pts) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Endless spells:&lt;br /&gt;
 - Chalice of Ushoran(50pts)&lt;br /&gt;
 - Corpsemare Stampede(70pts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total points&#039;&#039;&#039;:980&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*The logical choice for allies would, of course, be other Death units. You can only ally &#039;&#039;&#039;Deadwalkers&#039;&#039;&#039;, &#039;&#039;&#039;Deathlords&#039;&#039;&#039; and &#039;&#039;&#039;Deathmages&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Corpse Carts and Mortis Engines provide solid allies that boost your casting, which is crazy good for Flesh-Eaters who rely a LOT on magic. Mortis Engines are probably best, since they are tough, boost casting, can deal lots of mortal wounds and can heal your guys. Corpse Carts are a little squishy and don&#039;t do much other than buff Deadwalkers units, which you have little use for.&lt;br /&gt;
&lt;br /&gt;
*Dire Wolves are decent, being relatively fast. HOWEVER, they synergize not even a little bit with your guys, so try not to use them. Zombies are pretty meh, as they require you to commit a lot of resources into making them work, while your ghouls work so much better with your army. &lt;br /&gt;
&lt;br /&gt;
*You&#039;ve got access to the Mortarchs too. Out of all of them, Arkhan is probably best. Mannfred is expensive as hell, and has little utility since he&#039;s mostly a magic and combat beatstick, which isn&#039;t what your army really needs. Neferata is decent, but then you&#039;d be pissing off Ushoran, although her Twilight&#039;s Allure command ability and her unique spell is solid support. Arkhan is best because he&#039;s not too expensive, and can cast your Flesh-Eater spells, if he&#039;s close enough to your wizards, while having a boosted unbind/casting roll. Sure, he&#039;s not gonna do much damage in combat like Mannfred, but who needs to when you have Curse of Years? &lt;br /&gt;
&lt;br /&gt;
*Morghast Archai and Harbingers are decent, but once again, they have little synergy with your army. They&#039;re not bad for anti-armor though, especially those sweet 2 rend halberds, which can help cover your lack of armor piercing. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t use a Necromancer. Just don&#039;t. None of his keywords work with yours. The Mortis Engine, however, is just plain great. &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; Give your Ghoul Kings some proper horseback knights to work with.&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; The only time it is okay to use a Necromancer. He gives an extra attack to nearby skeletons and zombies.&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Field these units as your mercs and Nagash will laugh away his sides at your utter stupidity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23343</id>
		<title>Age of Sigmar/Tactics/Death/Flesh-Eater Courts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23343"/>
		<updated>2019-11-04T12:31:50Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Flesh-Eater Courts|Logo=Flesh-Eater 01.png|Alliance=Death|Motto=The Noble Sir Marrowslurp charging into battle! Huzzah!}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Why Play Flesh-Eaters Courts==&lt;br /&gt;
&lt;br /&gt;
Imagine this. A glorious army of marching men-at-arms, disciplined, stoic and determined as they storm forward in organized ranks, watched by the steely eyes of their heroic commanders.  By their side, mighty knights clad in full battle plate, resplendent in their shining armor, stomp across the ground with massive bejeweled two-handed weapons in hand, led by the strongest and boldest of their Champions.  Above, warriors with angelic wings soar through the sky, intoning prayers and hymns of praise to their gods and their sovereign, filling all with pride to be in the court. Even holy beasts such as gryphons and majestic dragons take flight, their great bellows an inspiration to the humble men below.  At the heads of the army, stands the King. Wearing fine armor and plate, he strides forward with confidence and utmost conviction, ready to put those who threaten his people to the sword.&lt;br /&gt;
&lt;br /&gt;
Of course, that&#039;s what they think. And it&#039;s probably why  you&#039;re here.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s a terrifying horde of stinking, pallid creatures. Swarms of ghouls compete with each other to be first into the fray, scrabbling at their enemies desperately, dragging and tearing apart their enemies. Huge cannibals charge into the fight, shattering the battle line with their charge. Horrid, flying monsters impale unfortunates, while giant undead dragons and terrorgheists cut bloody swathes through formations of troops.  At the head of it all, stand the proud ghoul kings and archregents. Inhumanly fast and durable, such bestial vampires rip apart scores of foes with horrifying ease, while their so-called holy prayers and spells take the form of dark death magic laced with the traces of their delusion.&lt;br /&gt;
&lt;br /&gt;
Welcome to the court. And welcome to the feast.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* You can play an army of [[Nemesor Zahndrekh]] turned up to 100 with a sprinkling of cannibalism.&lt;br /&gt;
* They favor an aggressive playstyle.  In fact, they can give the Daughters of Khaine a run for their money.&lt;br /&gt;
* You want to play an undead faction that doesn&#039;t (exclusively) serve [[Nagash|the big, bony douchebag]].&lt;br /&gt;
* You dish out Mortal Wounds like they were candy.  For a good example, there&#039;s the Abhorrant Ghoul King on Royal Terrorgheist.  With the right combination, he can get Always Strikes First and deal 20+ MORTAL WOUNDS from his Terrorgheist&#039;s Gaping Jaw!&lt;br /&gt;
* Their insane nature opens up many narrative ideas for your battles, as well as conversion opportunities.&lt;br /&gt;
* With Bravery 10, they&#039;ll only run if they&#039;re pounded into the ground and even then there&#039;s a chance they&#039;ll stand.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* As is typical of Death faction armies, your heroes are the &amp;lt;s&amp;gt;lichpin&amp;lt;/s&amp;gt; lynchpin.  If you lose them, it&#039;s an uphill battle, even moreso than normal Death factions, as they have summoning magic but you don&#039;t anymore.&lt;br /&gt;
* Expect accusations of being a tier-whore as they&#039;re quite good in the competitive meta.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Death Battletome: Flesh-Eater Courts&#039;&#039; second edition has all the Warscrolls, Battations, Allegiance Abilities and Matched play points.&lt;br /&gt;
*This should be supplemented with the Flesh-Eaters Courts &#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;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&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 2018&#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;
==General Thoughts==&lt;br /&gt;
So, how do the Flesh-Eater Courts look? This battletome, while seemingly lazily done, has actually gifted the sons of Ushoran a TON of ways to play. The Skaven kinda got the short end of the stick, being nerfed and having multiple ways of exploding, plus VERY restricted battleline. But us? Our battleline is incredibly flexible, and the Grand Courts do an incredible job of changing our playstyles. As such, this book is a ton of fun, plus the lore&#039;s amazing. &lt;br /&gt;
&lt;br /&gt;
Some general tips that should be noted for new Flesh-Eater players:&lt;br /&gt;
This army is hilariously easy to build up thanks to the Start Collecting! Flesh-Eater Courts box, which gives everything you need, and if you have a Skaven friend, Carrion Empire is another incredible deal. If you can, try getting the Nightfeast Hunters Skirmish box as well. &lt;br /&gt;
&lt;br /&gt;
The lore of this army is fucking awesome. It&#039;s easily one of the most unique. So experiment! Try all kinds of things with your lore. Go insane, it&#039;s in theme. &lt;br /&gt;
&lt;br /&gt;
Models wise, the army is still great. But when painting the inevitable horde of ghouls, try taking breaks now and then between your batches of ghouls by painting your heroes or monsters or horrors. It really helps break the monotony of painting ghouls. And don&#039;t be afraid to convert! Your guys are completely crazy, so go nuts with conversions! The Varghulf model is incredibly old but still good, but if you wish, there are tons of cool models that fit on 60mm bases that work great as a conversion! Don&#039;t forget, your courtiers must be made from the same boxes as your normal mooks, so plan out in advance how you&#039;re gonna build your boxes. For example, in my case: I had 3 boxes of Crypt Horrors/Flayers, and I used the parts inside to build 3 Crypt Horrors, 3 Flayers and 2 Haunter Courtiers and 1 Infernal Courtier. For Ghast Courtiers, try finding conversions, because you do NOT want to take that single model out of your ghoul blob and be left with 19 odd ghouls. Currently the official base size for Ghast Courtiers is 32mm, so keep that in mind.&lt;br /&gt;
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In terms of playstyle, I have no idea why but a LOT of FEC players have this weird Blisterskin Flayer or Gristlegore Monster Mash fetish. Keep in mind, Flayers are NOT reliable whatsoever. Same with your monsters. This will be touched upon again later. Large groups of flayers with the feeding frenzy command ability will put out an obscene amount of mortal wounds.&lt;br /&gt;
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The most important part of the playstyle that should be remembered is this: Your units are overpriced like all hell for good reason. A unit of Horrors is the same cost as a Fellwater Troggoth unit that has outright better stats. Why? Because you can bring your Horrors back, they can&#039;t. You can summon entirely NEW units as well. So focus on that. Your units generally suck, and rely on synergies to bring out the best in them. There was a lot of crying about the new Feeding Frenzy being overpowered, but it&#039;s really useful at making flesh-eaters viable. SO remember: One of your greatest strengths is your numbers and sheer attrition power. There are few armies in the game that can throw so many bodies on the board, or regenerate so much, which is why you should try to focus on that. &lt;br /&gt;
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Most importantly, have fun with the Courts of Ushoran! This is an incredibly cool army that also loves conversions, so let your imagination go wild!&lt;br /&gt;
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==Allegiance Traits==&lt;br /&gt;
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*&#039;&#039;&#039;Deathless Courtiers:&#039;&#039;&#039; Each time one of your units wholly within 12 inches of your general or friendly FEC hero takes a wound or mortal wound, they get an extra 6+ save. Classic Death allegiance ability. Not amazing, but it’s quite reliable and helps make up for your poor average save. Works with both courtiers and Abhorrants, so try to ensure that all of your MORDANTS are within range of any COURTIERS or ABHORRANTS to get the most out of this. &lt;br /&gt;
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*&#039;&#039;&#039;Feeding Frenzy:&#039;&#039;&#039; It’s been HUGELY improved. It’s now a command ability that you can use immediately after any FLESH-EATER COURTS unit has piled in and made its attacks, wholly within 12&amp;quot; of any FLESH-EATER COURTS HERO, increased to 18&amp;quot; if the general uses the command ability. That unit gets to pile in and attack AGAIN! RIP AND TEAR! Normally your units are relatively weak, but with this you can seriously pump out good damage. However, this means that you need to spend your command points carefully. There’s also some serious utility with this ability, as piling in again means you get to effectively move 6 inches in the combat phase, allowing you to either attack vulnerable heroes, or pull your opponent’s shooting units into the fight. You can also use this to swarm objectives better with Crypt Ghouls, letting you claim them, especially since you will usually have a LOT of them. But be extremely careful that you don’t pull in your opponent’s stronger melee units. &lt;br /&gt;
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*&#039;&#039;&#039;Court of Delusions:&#039;&#039;&#039; With this, you get to choose an ability for your entire army before choosing your command trait. Can drastically alter how you play your army, so choose...carefully.&lt;br /&gt;
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#&#039;&#039;&#039;Crusading Army:&#039;&#039;&#039; You can add 1 to run and charge rolls for Flesh Eater Courts units. Solid, and can add up to a few extra made charges over the course of a game. Somewhat weaker than before, no free re-rolls unlike last time. Still solid, but pales a bit in comparison to The Feast Day (Will be discussed below).&lt;br /&gt;
#&#039;&#039;&#039;The Royal Hunt:&#039;&#039;&#039; Your entire army can reroll hit and wound rolls of 1 but only when attacking monsters. Ok, but extremely dependent on your opponent’s army (and by extension, your local meta). The main problem being that many of your units have innate access to re-rolls, such as crypt Horrors or ghouls, while Zombie Dragon Ghoul Kings could potentially cover re-rolling wound rolls. However, it’s better with your big monsters and Crypt Flayers, who have less access to re-rolls. &lt;br /&gt;
#&#039;&#039;&#039;The Feast Day:&#039;&#039;&#039; You can use the Feeding Frenzy command ability without spending a command point once per turn. Incredible. Also note that it doesn&#039;t specify a specific turn in which it applies... so you can use the command ability during your opponents turn once for free as well! You will always get mileage out of this one. By far best all-round delusion (once again excluding Grand Courts, but more on that below). It used to be so bad, but it’s now a great choice if you wish to save command points for other things, such as summoning more mordants or the generic ones. &lt;br /&gt;
#&#039;&#039;&#039;A Matter of Honour:&#039;&#039;&#039; Your units can reroll hit rolls of 1 when targeting heroes. If it&#039;s the enemy general you can reroll wound rolls of 1 too. Much more universal than Royal Hunt, so worth a look. Good choice, especially since it applies to your whole army. It’s generally a nice bonus, but might depend on what your opponent brings. &lt;br /&gt;
#&#039;&#039;&#039;The Grand Tournament:&#039;&#039;&#039; Heroes other than your general can reroll hit rolls of 1. It is specific and obviously only useful if you&#039;ve got a bunch of heroes, but if that&#039;s the army you&#039;re running then it can hurt a lot. If you are running an Archregent, Foot AGK or Courtier General and at least one (two+ preferred) mounted AGKs, this could be worth it. Consider your heroes. The mounted AGKs will benefit a lot from this. Your foot AGKs are solid fighters, but remember that your Haunter Courtier is unlikely benefit much from this. Same with the Varghulf Courtier, both of whom usually have innate re-rolls. Overall, an honestly strong choice if you bring a lot of mounted AGKs. Not as much utility as The Feast Day or Crusading Army, but re-rolling those dreadful ones with your mounted Terrorgheist’s Fanged Maw is amazing. &lt;br /&gt;
#&#039;&#039;&#039;Defenders of the Realm:&#039;&#039;&#039; Reroll saves of 1 for all units with at least half of their models in your territory. Since you don&#039;t have much in the way of long-range attacks, you&#039;re probably going to need to be aggressive, so this won&#039;t be useful. Running this with King&#039;s Ghouls and two 40 Ghoul blocks could make for a more defensive army. Even if you have to be defensive, this isn’t that strong. Your units have weak saves across the board. HOWEVER, if you are really dead set on this, then consider what units will benefit most from it. Ghouls are unlikely to benefit much, but your monsters and ABHORRANTS will, with their solid 4+ saves. Once again, a somewhat situational delusion, but definitely has its uses. &lt;br /&gt;
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The best delusion is The Feast Day, by far. Crusading Army and maybe The Grand Tournament might be worth a look depending on your list. The others tend to be too situational or don&#039;t offer anything else that FEC don&#039;t have access to via other means.&lt;br /&gt;
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===Grand Courts=== &lt;br /&gt;
Now instead of a delusion, you get to choose one of the the Grand Courts! Kind of like Beasts of Chaos Greatfrays or Stormcast Stormhosts. You get a specific delusion, a command trait, an artifact and your own command ability. So unlike the Delusions, you get a command ability to make up for the fact that you MUST take the command trait and artifact. All of them are pretty solid, and it means that you have a gigantic amount of customization for your army. These ones hugely change up your army’s playstyle. &lt;br /&gt;
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====Morgaunt Grand Court==== &lt;br /&gt;
*&#039;&#039;&#039;Ability: Blood Loyalty&#039;&#039;&#039;&lt;br /&gt;
Solid. Your MORGAUNT COURTIERS wholly within 12&amp;quot; of a MORGAUNT SERFS (your crypt ghouls) unit, re-roll hit rolls of 1. Haunter and Varghulf Courtiers have relatively easy access to re-rolls, unlike Ghast and Infernals, who will definitely benefit a lot. However, the best part of this ability is this: Your MORGAUNT SERFS wholly within 12&amp;quot; of your COURTIERs activate Boundless Ferocity at 10 or more models. Boundless Ferocity is the new fancy name for Battalion Strength, meaning that your ghouls get an extra attack (usually 3 attacks total), at 10+ models. This is incredibly useful, as it means that 20-ghoul blobs are viable, and summoning a ghoul unit may actually do something. Of course, be careful of the range. As well as the fact that ABHORRANTs cannot activate it, only COURTIER units can.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Heaving Masses&#039;&#039;&#039;&lt;br /&gt;
Your opponent is going to destroy lots of ghouls. What do you do then? You bring even MOAR ghouls. You can use this command ability when any MORGAUNT SERFS unit is destroyed, and you roll a dice, on a 4+, you get to set up the exact same unit wholly within 6&amp;quot; of any edge of the battlefield, and 9&amp;quot; from enemies. This is actually really useful. The biggest weakness is that you&#039;re spending a command point for a 50% chance of bringing back a unit, which is risky, though better than those Hammers of Sigmar gits. The most obvious use is in gaining insane amounts of attrition pressure. BUuuut, you also should remember: You can choose ANY edge. There are a lot of ways to use this. If you have multiple units of 10-20 ghouls, you can try your luck with this to let those ghouls attack from unexpected angles, tying up shooty units, and possibly killing squishies, especially if you summon a COURTIER using an Archregent or zombie dragon ghoul king. Still great to use on big groups though. See the smaller groups as an ambush party of sorts. They have the flexibility and small footprint to go after your opponenent&#039;s backline, while having the damage (Keep Blood Loyalty in mind) to seriously dent stuff. Remember though, you can only use this when a unit is destroyed, so if the roll fails, those guys are permanently gone, so don&#039;t be a smartass trying to bring units back from the dead.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Savage Chivalry&#039;&#039;&#039;&lt;br /&gt;
You can re-roll hit-rolls of 1 for your general if they are within 12&amp;quot; of a MORGAUNT SERFS unit. Look carefully at &amp;quot;WITHIN&amp;quot;. Your Mounted ghoul kings just need a tiny part of their base to be within 12&amp;quot; and they get the re-rolls. Doesn&#039;t seem like a lot, but it&#039;s a very useful buff. But remember carefully who benefits most from this. Varghulf and Haunter Courtiers benefit little, so your best bet would be ABHORRANTs, but don&#039;t forget that this CANNOT affect a royal terrorgheist or zombie dragon mount. That said, it&#039;s not a jaw-droppingly good command trait, but you honestly can&#039;t go wrong with this. Reliable if a little boring. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Decrepit Crown&#039;&#039;&#039;&lt;br /&gt;
This special artifact which allows your units to ignore battleshock while WHOLLY within 12 inches of the wielder, 18 if the general Carries it. Most would dismiss this as weak since Death units have bravery 10 (which is awesome), but you’re playing crypt GHOULS. These guys die like flies, and while they won’t run like a Skaven, you will still lose a LOT to battleshock. This also saves your CPs from being used on Inspiring Presence. Your monsters don&#039;t care about battleshock, but Crypt Ghouls most certainly do. And while Crypt Horrors and Flayers don&#039;t usually care about battleshock, the fact that this still buffs them shouldn&#039;t be forgotten. Terrible battleshock rolls, heavy casualties, losing those Crypt Horrors/Flayers is PAINFUL. So this is honestly a great artifact.&lt;br /&gt;
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Overall, a great Grand Court. Remember, this focuses a LOT on your Serfs/Crypt Ghouls, who are excellent at killing lightly-armored foes. For sample lists, you could try multiple units of 10-20 ghouls as screens and fodder to die for your bigger blocks of 30-40, and use Heaving Masses for them to either threaten objectives or threaten the enemy backline. Also, try bringing rending units, such as Flayers or monsters. In this kind of list, having a Courtier or two would be extremely useful, such as using an Archregent or Zombie Dragon Ghoul King&#039;s summon ability. Generally best to summon either Ghasts or Varghulfs, since they can replenish those units, AND use the Feeding Frenzy Command ability on said units.&lt;br /&gt;
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====Hollowmourne Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shattering Charge&#039;&#039;&#039;&lt;br /&gt;
Your COURTIER and KNIGHTS units get to re-roll wound rolls of 1 in turns that they charge. This is scary good at increasing your damage, and you can squeeze out all the mileage from this with Feeding Frenzy. All your COURTIERS benefit, but monsters like your Varghulf and Haunter Courtiers will go nuts with this. Your KNIGHTS, Horrors and Flayers both benefit hugely from this, especially because they pump out so many attacks. It&#039;s also worth mentioning that while your zombie dragon ghoul kings can cast his unique spell to get full re-rolls, it&#039;s not guaranteed to go off, and sometimes it may get unbound. While this shit? This shit means shit&#039;s going down son, guaranteed so long as you get that charge. Speaking of which...&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Ravenous Crusaders&#039;&#039;&#039;&lt;br /&gt;
You can pick any HOLLOWMOURNE unit wholly within 9&amp;quot; of a HERO or 18&amp;quot; of your general, and they get add 1 to run and charge rolls, and can even run and charge. This significantly increases your threat range, and gives you the flexibility to attempt long bomb charges. It also works with your units that you summoned, since they now just need an 8 to make a successful charge. However, this command ability requires you to THINK. Don&#039;t spam it or you will most definitely run out of command points. You don&#039;t always wish to throw your horror deathstar as fast as possible at your opponent. It&#039;s easy for your units to accidentally run OUT of your synergy and buff ranges, leaving them as easy pickings. So be very careful with this. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Grave Robber&#039;&#039;&#039;&lt;br /&gt;
Once again, doesn&#039;t affect mounts. So no cheesing with your royal mounts. Your general adds 1 to attacks and damage while within 3&amp;quot; of enemy HEROES with an artifact of power. Even though it doesn&#039;t affect your mount, Abhorrant Ghoul Kings and Archregents actually benefit a LOT from this. They have a lot of attacks, so that added damage will hurt. However, it&#039;s difficult to get close to enemies with artifacts of power. So it might be really good on Varghulf Courtiers or mounted Kings, units that can fly and pick their fights. It&#039;s also worth remembering that your general doesn&#039;t need to attack the hero with an artifact, you can actually tear apart that unit your opponent was screening his hero with. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Corpsefane Gauntlet&#039;&#039;&#039;&lt;br /&gt;
When the model with this artifact charges, you can inflict D3 mortal wounds on a 2+ against ONE enemy unit within 1&amp;quot;. It&#039;s a very small effect, since the bearer may not make that many charges. HOWEVER, there are some uses to this. Infantry units have the wounds to laugh it off, so pick your charges wisely. Monsters with damage tables would utterly hate taking D3 wounds, as it can knock them down a peg even before your guy swings. Heroes usually have about 5 wounds, and as such this can seriously hurt them. Squishy glass cannon units with lots of damage may also hate this, especially 1 wound units like Bestigors, Grimghast Reapers, Bladegheist Revennants, Bloodletters, heck, even Loonsmasha Fanatics. &lt;br /&gt;
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In conclusion, quite a killy Grand Court. My personal favorite because I&#039;m in love with Horrors. Ravenous Crusaders should be used wisely and as a sneaky trick, since you can use it to surprise your opponent with extended threat ranges. It&#039;s also very good for summoned units to fish for those 9&amp;quot; charges. These armies would probably like using a mounted ghoul king or varghulf courtier general to make use of Grave Robber, while the Corpsefane Gauntlet does great on anything, though aggressive heroes that will most certainly get stuck in will like this. Interestingly, Varghulf courtier or mounted king generals could get a lot of mileage by having having the Gauntlet, since they have the mobility to pick their targets and get to artifact-carrying heroes, while having the stats to massively benefit from the Grave Robber buffs. Don&#039;t forget, your Horrors become battleline if you choose this Grand Court. After some testing by the noble kings of the Grand Alliance community, it can be said that Hollowmourne is surprisingly strong. Deranged Transformation on one unit of 6 Horrors, Ravenous Crusaders on another unit of 6, allows for incredible mobility. Don’t use this to alpha strike, instead, use it as a scalpel. Such Horrors work great in an Attendants at Court battalion, use this to target enemies that your Horrors are good against, while the rest of your army moves into position.&lt;br /&gt;
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====Blisterskin Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Blistering Speed&#039;&#039;&#039;&lt;br /&gt;
All your BLISTERSKIN units gain 2 inches of movement. This is honestly incredible. You will ALWAYS get a use out of this. There&#039;s little to be said, other than the fact that you will normally outrange your opponent in terms of threat range. This allows you to cross the board faster, and forces your opponent to play conservatively, as they have to watch for you, because with this, you have the ability to pick your fights with this kind of insane mobility.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Lords of the Burning Skies&#039;&#039;&#039;&lt;br /&gt;
Used in the movement phase, you get to choose  BLISTERSKIN unit with the FLY keyword. You can remove it from the battlefield and set it up again 9 inches away from any enemy models. They can&#039;t move after that. Nice. Unfortunately, being limited to flying units does restrict it quite a bit. Try not to use this for alpha strikes, as you have little ways to buff up an alpha strike to do it reliably or even kill the stuff you charge. Instead, the mere threat of it is a boon. Your opponent has to set up to prepare for any potential attacks from unexpected angles. Use it also for objective grabbing or you can set up your monsters/flayers a good distance away from the enemy such that they can&#039;t charge your units easily, while yours can (Your guys have a LOT of movement, so use it). It allows you to threaten your opponent and spread them thin. Don&#039;t forget, you can still shoot. Flayers get to shoot, and they can deal decent damage en masse, while Terrorgheists and Zombie Dragons have outright terrifying ranged attacks, especially the Terrorgheist. (Cast that fly spell on some ghouls and now they can teleport).&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Hellish Orator&#039;&#039;&#039;&lt;br /&gt;
While this general is ON the battlefield, at the start of your hero phase roll a dice, on a 4+ you get a command point, in addition to your normal. Because we have no cap on CP generation, this is a great command trait. Especially with how CP hungry we are. This will always be useful, although it being random is a partial issue, of course, but it’s better than many other command traits. Try to ensure your general stays alive then, for example, an Archregent kept at the back, because if he’s dead (most mounted kings will eventually get targeted and hoses down) or deep striking (Zombie Dragon kings can do that), this trait won’t work. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Eye of Hysh&#039;&#039;&#039;&lt;br /&gt;
Subtract 1 from hit rolls for attacks made within missile weapons that target a friendly BLISTERSKIN unit wholly within 6” of the bearer. The biggest weakness is the 6” range. However, it does work on the Bearer himself. Can be situational, especially against melee-centric armies like Ironjawz or Khorne, but will usually get at least some mileage. Don’t try to brick up your entire army around the Bearer though, it will be extremely awkward and difficult considering the large footprints of your army. Still a decent artifact. &lt;br /&gt;
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All in all, a great Grand Court with lots of utility based artifact and trait. It’s useful, although it’s strengths are not immediately obvious and require finesse in using. One of the most important things about this is the fact that Flayers become battleline. Generally, Blisterskin Flayer lists have become competitive, and are seen as surprisingly strong, due to a mix of excellent mobility, lots of mortal wounds and a LOT of armor piercing damage, while still able to clear hordes quickly.&lt;br /&gt;
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==== Gristlegore Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Peerless Ferocity&#039;&#039;&#039;&lt;br /&gt;
If the unmodified hit roll for an attack made by a GRISTLEGORE hero or GRISTLEGORE monster is 6, that attack inflicts 2 hits on that target instead of 1.  Make a wound and save roll for each hit. Insanely powerful when used with Ghoul kings on terrorgheists with gruesome bite. You can easily fish for Fanged Maw hits, and if you do get a hit roll of 6, your attack still explodes. However, one attack will be converted into 6 Mortal wounds and its attack sequence ends, while the other will make a wound roll as normal. It allows you to deal mortal wounds, followed by the chance to toss out some extra 2 rend damage. Add Feeding Frenzy, and you’ll see the reason why Mounted TG kings are now a staple in competitive play. However, try not to use this trick so much, it WILL lose you friends. Seriously, I’ve seen it. &amp;lt;s&amp;gt;(the seq END so you can&#039;t make that combo)&amp;lt;/s&amp;gt; Nope, FAQs have confirmed that each effect will trigger ONCE.  So as described above, 1 hit becomes 2, and one of those hits will trigger Gaping Maw.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Call to War&#039;&#039;&#039;&lt;br /&gt;
If a friendly GRISTLEGORE hero or GRISTLEGORE monster that has not fought in a combat phase is slain while wholly within 12&amp;quot; of a friendly hero (or 18&amp;quot; of the general), you can use this command ability to let it pile-in move and then attack with all its melee weapons. This can&#039;t be stacked. Very useful, especially if Monstrous Vigor is on that dead unit. It allows you to squeeze all the value out of your guys. Especially powerful on any Terrorgheist, because their bite doesn’t degrade as they get wounded. However, this should not be used every time you lose someone. Try only to use it for your stronger heroes/monsters, or you’re gonna waste Command points that could’ve been used for feeding frenzy on your healthier units. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Savage Strike&#039;&#039;&#039;&lt;br /&gt;
This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase on a turn they made a charge (via GHB2019 FAQ). This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. This is exactly why Abhorrant Ghoul King on Terrorgheist generals are so powerful. It takes priority even in your opponent’s combat phase, which is insane because you can still use Feeding Frenzy. Once again, try not to cheese with this too much or you’ll literally be That Guy. There’s good reason why the FEC Start Collecting got sold out at LGS because of Legions of Nagash players.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Ghurish Mawshard&#039;&#039;&#039;&lt;br /&gt;
Once per battle, at the start of the combat phase, pick 1 enemy model within 1” and roll a dice. If the roll is greater than the Wounds characteristic of the enemy then the enemy is slain. This one is... meh. Being only once per battle, you should always use it when you have a good chance of it actually working. Being able to choose the target is very good. Target special weapons, banner Bearers, champions and the like. If you wish, aim it at monstrous nfantry. But try to go for enemies with 2 wounds or less, or the odds of you failing are pretty high. &lt;br /&gt;
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Overall, a very strong Court. There was an errata where monsters without king riders don’t count towards Behemoth, which is crazy good. (Cry your hearts out Beastclaw raiders!). Even so, spamming monsters is not that cheesy, it’s when someone spams 2-3 Ghoul King’s  on Terrorgheists all with gruesome bite, that’s just disgusting. But if you really want to smash someone you really don’t like, then that’s a good sample list for you.&lt;br /&gt;
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==Command Traits==&lt;br /&gt;
There are now 2 tables: Royalty and Nobility.&lt;br /&gt;
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&#039;&#039;&#039;Royalty: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;. As wounds only get allocated one all of the unit&#039;s attacks have been resolved, reliability will depend greatly on how many multi-wound models your opponent is fielding.&lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. Competes with Frenzied Flesh-Eater. This is also very good, since your abhorrants have so many attacks that they can do a LOT of damage with this. However, less reliable than Frenzied Flesh-Eater, since those 6s may not always happen.&lt;br /&gt;
#&#039;&#039;&#039;Majestic Horror:&#039;&#039;&#039; If you have a summoning Command Ability, use it for free. It will save you one command point. Which can actually mean a lot. It means that your Archregents/Ghoul Kings don&#039;t need to hang around the throne, or can work great with your mounted kings. It&#039;s not as game breaking as before, but you can hardly go wrong with a free command point.&lt;br /&gt;
#&#039;&#039;&#039;Dark Wizardry:&#039;&#039;&#039; Add 1 to the General&#039;s Casting, Dispelling and Unbinding rolls if they&#039;re a Wizard. This is nuts. It&#039;s an incredible command trait, especially for your Archregents, who can cast 2 spells AND unbind 2 spells a phase. This is probably the strongest and most reliable trait for a foot ABHORRANT hero, who usually prefer to support than fight. Your mounted kings work best with the more combat-oriented traits above, and even then, they may prefer this due to the fact that your kings aren&#039;t that scary in combat. &lt;br /&gt;
#&#039;&#039;&#039;Completely Delusional:&#039;&#039;&#039; Once per battle, if your general is still alive, you can change your current delusion to a new one. You cannot choose a Grand Court though. Actually quite good, as your delusions are actually solid. It does give you huge flexibility, for example, start with Crusading Army to NYOOOOOOM up the board, then change to Feast Day when getting stuck in. Or use Defenders of the Realm if you&#039;re expecting an alpha strike, then swap to Feast Day to boost your combat power. The possibilities are actually limitless.&lt;br /&gt;
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Definitely a great table. Your close combat generals would appreciate almost any of the combat traits, Majestic Horror is a great utility trait that will always get work done no matter what, Dark Wizardry is just crazy good, while Completely Delusional is an incredibly strong trait that requires finesse to use but is greatly rewarding when used well. Archregents will love Dark Wizardry, that is a given. &lt;br /&gt;
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&#039;&#039;&#039;Nobility: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat general. Haunter and Infernal Courtiers will like it, and Varghulfs will love this. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;.  See above. &lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. This is great. Your Haunter Courtier has multi damage weapons that will love exploding dice, and your Varghulf Courtier will go nuts with this, thanks to his insanely high damage output, while your Infernal Courtier will certainly appreciate this.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Brute:&#039;&#039;&#039; Add 1 to your general&#039;s wounds. Not bad. But generally quite unimpressive compared to the other options. &lt;br /&gt;
#&#039;&#039;&#039;Cruel Taskmaster:&#039;&#039;&#039; You can re-roll the dice when using the Muster ability. Less potent for a Ghast Courtier, since ghouls are regenerated on a 2+. However, this is a godsend for Haunter or Infernal Courtiers, since a re-rollable 5+ is technically equivalent to a 4+. Keep in mind that any dice can be rerolled, including successful rolls, so that Varghulf Courtier who brought back a bunch of ghouls can actually reroll the dice and fish for 5s and 6s. A very good trait. *&amp;lt;i&amp;gt;Actually&amp;lt;/i&amp;gt;, if you reroll, you must reroll ALL the dice.  So more of a safety net if you roll terribly than a constantly reliable trait.&lt;br /&gt;
#&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; You&#039;re a WIZARD, Harry! A flesh-eating and completely insane one, too. You also get to cast 1 spell, unbind 1 and know the Black Hunger spell. This is another insanely strong trait. Being a FLESH-EATER COURTS WIZARD means that you can cast Endless Spells, and you also know one spell from the Lore of Madness (More on that later). This is extremely good, but since feed on Dark Magic only triggers if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell, it falls short in that regard.&lt;br /&gt;
&lt;br /&gt;
Overall, a great set of command traits. This whole table generally does best with a Varghulf Courtier general, but the others can work. Combat generals should probably grab Savage Beyond Reason, while anything else should usually get Dark Acolyte. Cruel Taskmaster is crazy good but depends heavily on what you need. Usually, another wizard is better than rerolling your muster ability.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
There are 2 sets of artifacts now, one for Abhorrants and one for Courtiers.&lt;br /&gt;
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&#039;&#039;&#039;Royal Treasury: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Signet of the First Court:&#039;&#039;&#039; Unmodified wound rolls of 6 by the general get damage increased by 1 for that attack. Most Abhorrants have a lot of attacks, so they can definitely get some serious mileage out of this. Somewhat overshadowed by the support artifacts, but great if you want a damage focused abhorrant. &lt;br /&gt;
#&#039;&#039;&#039;Splintervane Broach:&#039;&#039;&#039; Enemy Wizards within 12 subtract 1 from their casting rolls. Very nasty if you can get within range, but a lot of Wizards will just move out of range of it, so unreliable. Having said that, with the arrival of Malign Sorcery and increased focus on magic, this is definitely a more viable option than in AOS 1.0. If you are playing a one off against a magic heavy opponent or have a magic heavy local meta, it definitely bears consideration.&lt;br /&gt;
#&#039;&#039;&#039;Blood River Chalice:&#039;&#039;&#039; Once per game heal D6 wounds on your character. Best on a mounted ghoul kings who just shifted down a wound level to bounce him back up. It&#039;s a great artifact. Wasted on foot kings, who only have 6 wounds, or Archregents, who already heal 3 wounds instantly. This should always be given to mounted kings, who can heal D6 from this, then D3 from their Royal Blood ability, which can mean a TON of wounds recovered. Excellent artifact, you can get a ton of mileage out of this. In practice, many opponents will try to one shot the bearer so he can&#039;t use it. If you can predict when he&#039;s gonna do it, try casting Unholy Vitality (Your TG riding king&#039;s unique spell). Even if your opponent manages to kill him, he would have wasted so much damage on your character trying to kill him. &lt;br /&gt;
#&#039;&#039;&#039;The Grim Garland:&#039;&#039;&#039; Enemy units within in 6 subtract 2 from their Bravery. In practice, this means 1 enemy unit, but this is still incredible. An autopick for any Flayer or Terrorgheist heavy list. Your shooting attacks will deal huge amounts of damage, and that&#039;s not even taking into account the horrendous battle shock that you have to take, normally forcing the wasting of a LOT of command points for Inspiring Presence. &lt;br /&gt;
#&#039;&#039;&#039;The Dermal Robe:&#039;&#039;&#039; Add 1 to casting, dispelling, unbinding rolls for bearer. Once again, just plain insane. You can either stack it with Dark Wizardry for a godlike caster who can compete with Arkhan and even Nagash, or you can give it to someone else to spread your spells around. Generally best with Archregents once again, who are complete gods of magic for the flesh-eaters. This is an insanely good artifact, that you seriously cannot go wrong with.&lt;br /&gt;
#&#039;&#039;&#039;Heart of the Gargant Feast:&#039;&#039;&#039; Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit. What he said. The artifact is relatively meh, but if you truly wish to use it, use it with a strong mounted king, and buff him with stuff like Feeding Frenzy, the Archregent&#039;s Ferocious Hunger, Zombie Dragon King&#039;s Malefic Hunger, you get the idea, especially if you REALLY want something just that dead, since the aforementioned spells actually buff your mount too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble Heirlooms: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Keening Bone:&#039;&#039;&#039; One the bearer&#039;s melee weapons has its range changed to 3 inches. Formerly seen as a joke, but it&#039;s a very interesting artifact. 3 inches is massive, and as such, when piling in your hero, this can be used as a very nasty surprise. This actually makes for a great hero killer, especially after piling in. Feeding Frenzy can be used to get even more threat range, allowing you to hit squishy support heroes standing behind, or attack powerful melee characters from a safe range - behind his own troops.  &lt;br /&gt;
#&#039;&#039;&#039;Medal of Madness:&#039;&#039;&#039; Once per battle ROUND this now allows the Courtier to use one of the three generic command abilities for free. (per the FAQ)&lt;br /&gt;
#&#039;&#039;&#039;The Flayed Pennant:&#039;&#039;&#039; Re-roll failed charge rolls for FLESH-EATER COURTS units wholly within 12 inches of bearer. Oh how the mighty have fallen. Yet, not all hope is lost. Still makes for super cool conversions, such as a Chaos warrior&#039;s banner, or heck even a Bloodletter&#039;s Bloodsoaked Banner. This is arguably stronger than before. It&#039;s effect is permanent, and once again, a Varghulf carrying this could zoom around, buffing everyone you need to buff. Free re-rolls means more CPs saved, and thus more Feeding Frenzies, or more summons or more Grand Court command abilities. Just make sure you position your Courtier to be where most of your charges will be made.&lt;br /&gt;
#&#039;&#039;&#039;Carrion Wand:&#039;&#039;&#039; Bearer can cast Arcane Bolt like a WIZARD. If he&#039;s already a WIZARD, basically if he has the Dark Acolyte command trait, add 1 to casting rolls for Arcane Bolt. Not amazing, but it&#039;s interesting, since you can use Arcane Bolts to snipe enemy characters. It&#039;s decent, though not that useful.&lt;br /&gt;
#&#039;&#039;&#039;The Fleshform Raiment:&#039;&#039;&#039; Subtract 1 from bravery of enemy units within 3 inches of bearer. A straight downgrade from the Grim Garland. In every single case, you should take Grim Garland over this. Abhorrants have access to larger bases, and the debuff is far more painful. However, if you still want this artifact, then you should probably take both this AND the Grim Garland. If you want the bravery bomb, then you pretty much HAVE TO COMMIT. Still not the most recommended choice.&lt;br /&gt;
#&#039;&#039;&#039;The Bilious Decanter:&#039;&#039;&#039; Wow. Once per battle, add 2 to the attacks of the bearer&#039;s melee weapons. It goes without saying, but Varghulfs benefit massively from this. They have the most accurate attacks, a ton of damage, good rend, and this just boosts it to ridiculous levels. Use Feeding Frenzy to get the most out of this baby. And it&#039;s still incredible on Haunter or Infernal Courtiers, who will definitely love the extra damage. &lt;br /&gt;
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====Mount Traits====&lt;br /&gt;
Similar to artifacts, you can pick one to give to your mounted ghoul kings. And for each battalion you have, you can pick another. Completely independent from artifacts, which is awesome. Designer&#039;s Commentary also confirms that these traits may be duplicated, unlike Artefacts of Power.&lt;br /&gt;
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&#039;&#039;&#039;TERRORGHEIST TRAITS: HERO mounted on Royal Terrorgheist only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039; This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Death Shriek, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually not bad. But relatively weak on a Terrorgheist, since most of his damage comes from his bite, which already does mortal wounds and has a TWO REND. A bit situational, since not many things have such a good save to warrant a -3 rend modifier. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Infested:&#039;&#039;&#039; When the monster dies, inflict 3 mortal wounds instead of D3 with the Infested ability. This is actually really good. A mounted king built for damage can swoop in the middle of the enemy, devastate them, explode and deal a ton of wounds. A very solid trait for Terrorgheists. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Gruesome Bite:&#039;&#039;&#039; Re-roll hit rolls with the Terrorgheist&#039;s Fanged Maw. This is almost always the best trait to pick. A 4+ rerollable is better than a 3+, significantly improving your accuracy. Plus, you can fish for more mortal wound hits, which is utterly terrifying. A must-pick to skyrocket your damage potential. &lt;br /&gt;
*&#039;&#039;&#039;Devastating Scream:&#039;&#039;&#039; Add 1 to the roll for Death Shriek. Not very strong, since it&#039;s only one extra wound. Overshadowed by the other traits here.&lt;br /&gt;
&lt;br /&gt;
Kings on Terrorgheists should usually prioritize Gruesome Bite, while Horribly Resilient and Horribly Infested are other great choices. The others are usually not that powerful, or are too situational. &lt;br /&gt;
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&#039;&#039;&#039;ZOMBIE DRAGON TRAITS: HERO mounted on Royal Zombie Dragon only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039;  This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Pestilential Breath, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually a good choice for your zombie dragon. Most of his damage comes from that brutal claws, and 2 rend on those is terrifying. He doesn&#039;t do mortal wounds like a Terrorgheist, so extra rend is honestly much more useful for him.&lt;br /&gt;
*&#039;&#039;&#039;Baneful Breath:&#039;&#039;&#039; Re-roll wound rolls for Pestilential Breath attacks. A very solid trait. Your accuracy is incredible, and you&#039;ll hit almost every single time. The biggest weakness of this is the unreliability of the damage D6. It&#039;s a decent choice.&lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Necrotic Fangs:&#039;&#039;&#039; Re-roll damage rolls for your Snapping Maw. Not bad. But given the bad hit-rolls of this weapon, it can be skipped since the hardest part is hitting in the first place. &lt;br /&gt;
*&#039;&#039;&#039;Death From The Skies:&#039;&#039;&#039; STEEL REEHN. Your Dragon can appear anywhere on the board at the end of the first movement phase. Actually a super good trait. Not for first-turn charges. But because your King can basically be where he is needed most. Maybe your Horrors are already getting stuck in, and need your king for the hit re-roll aura and the Malefic hunger buff? Or those Ghoul Patrol Crypt Ghouls are trying to charge and might need a Forward to Victory? There&#039;s a ton of possibilities with this trait, which gives you massive flexibility. &lt;br /&gt;
&lt;br /&gt;
Death From The Skies should be given first priority, while Razor-Clawed and Horribly Resilient are possible but worthy choices.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
==Lore of Madness==&lt;br /&gt;
&lt;br /&gt;
FLESH-EATER COURTS WIZARDS only. Each WIZARD gets one spell from this list. They can actually have multiple copies of the same spell, they just can&#039;t attempt it more than once in the same hero phase. Also, Courtiers with Dark Acolyte get spells from here, since they are wizards in a Flesh-Eater Courts army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonestorm&#039;&#039;&#039; Casts on a 5. Roll a dice for each enemy within a foot, and on a 2+ they take a mortal wound. Decent enough as your second or third pick, and as a plus you get to yell out BONESTORM!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Host&#039;&#039;&#039; Casts on a 6. This one lets a unit within 12 fly. If it could already fly they can run and charge. Be still my unbeating heart, this one is amazing. Blisterskin flayers with an average threat range of 25 inch threat are really rather worrisome. Roll a 10 and it&#039;ll target 3 units. Neat. ( pairs well with the blisterkin command ability and any non flying units).&lt;br /&gt;
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*&#039;&#039;&#039;Monstrous Vigor&#039;&#039;&#039; Casts on a 5. A monster gets to pretend it isn&#039;t wounded. REALLY good in Gristlegore, but otherwise probably less good than the other options on the list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miasmal Shroud&#039;&#039;&#039; Casts on a 5. Roll 3 dice, for each 5+ you do a mortal to the target unit. If you roll a double they get -1 to hit. A triple they also get -1 to wound. Interestingly enough it doesn&#039;t HAVE to do mortals to nerf the unit, so on triple 1s they&#039;re still useless.&lt;br /&gt;
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*&#039;&#039;&#039;Deranged Transformation&#039;&#039;&#039; Casts on a 6. This one is... actually pretty good!. It adds a unit&#039;s wounds to their move, as long as it&#039;s less than 7 wounds. Suddenly a unit of flayers gets +4 move, and that&#039;s really rather cool. Similar to Spectral Host, and just like it, you can target 3 units if you roll a 10+. Very good, albeit situational compared to Spectral host. You need to build your list around this. Your Horrors and flayers will benefit a LOT from this. Gaining 4 inches move is no joke, and significantly increases your threat range. Deranged Transformation needs to be considered properly. Horrors will appreciate this the most, as you can now pick and choose your favored targets. &lt;br /&gt;
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*&#039;&#039;&#039;Blood Feast&#039;&#039;&#039; Casts on a 7, pick an enemy within 12 of the caster, and a friendly within 6 of that unit. D3 mortals to the baddies, d6 on a 10+. The friendly heals for 1 for each wound done, or if they only have 1 wound, aka ghouls, you can bring back that many dead dudes. Pretty solid spell, and a good way to keep your big scary dragons in fighting form!&lt;br /&gt;
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==Endless Spells==&lt;br /&gt;
&#039;&#039;&#039;Cadaverous Barricade:&#039;&#039;&#039; Casting value 5 endless spell that doesn&#039;t move, non-DEATH units within 3 inches of this model that start a move suffer a halved distance when making moves. This includes charges, runs, retreats, whatever. It&#039;s only 30points for a wall of bullshit that will make your opponent tear his hair out. Unfortunately, it doesn&#039;t affect Death units. However, bear in mind that this thing also gives cover to units being shot by ranged weapons, so long as the shot unit is within 1 inch of this spell, and if the attacker is closer to the wall than they are to the unit they&#039;re shooting. Remember. How much shooting do you actually have? Flayers, Terrorgheists, who do mortal wounds, zombie dragons, whose rend of -3 does not give a shit. So that pretty much never helps your opponent. Plus it has a longggg range of 24 inches. There are several ways to abuse this thing. Firstly, if your opponent is unfortunate enough to not be dead, a Cadaverous Barricade in the middle of his army will ruin his plans. Plus, you can also dump it in the middle of combats to deny pile in space for your opponent&#039;s scariest monsters and fighters, or block off units trying to claim objectives. Endless Spells are counted as friendly models, so you can only move through this if you can fly (or have some similar ability). You&#039;ll be making everything walk around the flimsy metal fence!&lt;br /&gt;
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&#039;&#039;&#039;Chalice of Ushoran:&#039;&#039;&#039;An endless spell that doesn&#039;t move, count the number of models slain within 12&amp;quot; (Not wholly within, and not units), at the end of each TURN, roll a number of dice equal to that count. For each 4+, heal 1 wound or return a model with a Wounds characteristic of 1 to any FLESH-EATER COURTS unit or model. This is the example of the perfect endless spell. It ties perfectly into our playstyle. Put in the middle of a huge scrum, and watch as this, combined with mustering, just brings back most of your army. It&#039;s still relatively cheap at 50pts, making it easy to slot into any list. Your opponent will do his utmost to dispel this, so you&#039;re probably only able to use it in your turn, but that means one less casting attempt for your opponent. Don&#039;t be afraid to dispel it yourself, though, if the fighting moves somewhere else, and you might need to relocate the Chalice. Remember, you can use it to heal multi-wound models like Horrors and Flyers, but you can&#039;t return a model. So for the sake of Nagash, bring ghouls if you want the most out of this. Ghouls drop like flies, so use it to heal either your ghoul units, or your stronger hammers, such as monsters, Horrors, Flayers, or your Courtiers. Don&#039;t always depend on whether your opponent&#039;s going to bring a horde to feed your damn chalice, just feed it yourself. &lt;br /&gt;
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&#039;&#039;&#039;Corpsemare Stampede:&#039;&#039;&#039;a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats (not equals) the unit&#039;s wound characteristic, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead. Very strong. Hordes will cry against this, and it even moves 14 inches and flies. While the enemy can certainly send it right back at you, if you have it go over his whole battleline, then he&#039;ll have to run it through his lines AGAIN to whack you with it, forcing him to move it away, which could endanger his backline if they&#039;re too close. Casting value of 7, making it annoying to dispel without buffs. Overall, an excellent choice. Plus, even if it does trample your guys, your guys have the sustain to tank it, the enemy doesn&#039;t. And it&#039;s not even expensive.&lt;br /&gt;
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==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;FLESH-EATER COURTS&#039;&#039;&#039;. Apart from the Ghoul King (in all his variants), the Terrorgheist and the Zombie Dragon all the units also have the &#039;&#039;&#039;MORDANT&#039;&#039;&#039; keyword.&lt;br /&gt;
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===Leaders===&lt;br /&gt;
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====Abhorrants====&lt;br /&gt;
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These are your typical leader Heroes. Each of them comes with a Command Ability and each is a wizard. Though none of them can use summoning magic as such, each Abhorrant variant can summon new units. Ghouls for the footslogger, Crypt Horrors/Flayers for the one on Terrorgheist, Courtiers for the one on Zombie Dragon and any of your choice for the Archregent. Thanks to the non-existence of summoning magic in this army, these Commands are the only way to set up entirely new units. Compare Commands and unique spells to find out which ones you want to have in your army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Terrorgheist.pdf Abhorrant Ghoul King on Terrorgheist]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can grant a 5+ save-after-the-save to a Flesh-Eater unit and can summon new units of Crypt Flayers or Crypt Horrors. Other than that, it&#039;s a Wizard, it has a Command and it has three powerful melee profiles in addition to a dangerous not-a-breath-attack. Remember, his command ability has some serious utility. Flayers have a ranged attack, which while bad at long range, will do some damage. Horrors are not bad, and can divert your opponent&#039;s attention and effort from your mainline, even worse if they get a charge off. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Zombie_Dragon.pdf Abhorrant Ghoul King on Zombie Dragon]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Exactly what it says on the tin. Just like the variety on the Terrorgheist, this one here has some seriously powerful buffs. First of all, as a Command, he can summon new Courtiers OF ANY TYPE (who can then proceed to summon more foot soldiers). Then, his unique spell makes a 10&amp;quot; bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase. Both mounted Ghoul Kings are excellent choices, but eat points REALLY fast. This King&#039;s command ability is excellent. To put it simply; ALWAYS summon a Varghulf Courtier. He&#039;s a high damage fighter, who replenishes ALL your guys, is fast, and still gets a Look Out Sir! This summon should be used wisely, and can be used for multiple ways. Maybe an ambushing unit of ghouls needs a hero&#039;s Forward To Victory, or a Blisterskin Flayers unit wants a Feeding Frenzy buff but are too far. This can go a long way. &lt;br /&gt;
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*&#039;&#039;&#039;Abhorrant Ghoul King:&#039;&#039;&#039; Not that murderous when compared to a Vampire Lord in terms of killing power, but absolutely amazing when compared to the average Wizard. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Varghulfs terrifying, but if you cast this on a Ghoul King on Terrorgheist, he&#039;ll pluck whole units apart by himself. Another thing that needs to be addressed is that a Ghoul King is a fucking cockroach. 6 Wounds at a 4+ save and a regeneration of D3 Wounds a turn means the enemy either dedicates entire war machine salvos to kill this guy or he&#039;ll be good as new two turns later. Sure he can&#039;t go toe-to-toe with an Ironjaws Megaboss (who can?), but he&#039;ll survive stuff that could easily overkill most other buffers and wizards. His command ability seems weak, but can be very strong in Morgaunt. 10 Ghoul units get an extra attack if close enough to a Courtier, significantly increasing their damage output. Furthermore, these units can claim objectives and just be incredibly annoying. Plus it&#039;s free if used closeby the Charnel Throne. &lt;br /&gt;
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*&#039;&#039;&#039;Abhorrant Archregent:&#039;&#039;&#039; Essentially a souped-up footslogger Ghoul King. Has an extra wound and attacks, but his major advantage over the vanilla one is his magic, with the ability to cast an extra spell and a variant of the Ghoul King&#039;s spell that grants d3 attacks. Also heals a flat three wounds per turn. He also combines the summoning abilities of all the different Abhorrent Ghoul Kings. He can either summon a unit of 20 Ghouls, 3 KNIGHTS or a Courtier. This adds a degree of flexibility mid-game. If you take one, place him close to the (free) charnel throne to use his summon ability without paying a CP. Remember, he is NOT a dedicated fighting hero, but he can do some work. Try not to risk him in melee. His support value is just too good. He&#039;s basically a direct upgrade over a foot Ghoul King. And don&#039;t forget, he can regenerate 3 wounds. The Ghoul King&#039;s a cockroach? Fuck that noise. This guy will never die unless your opponent truly commits to murdering him off the board. Remember, his command ability is crazy versatile. Use it wisely, according to the situation at hand.&lt;br /&gt;
   *Also, remember that as his spell and the normal foot Ghoul King&#039;s are different, they stack.  A potential 4 extra attacks on a unit is ruinous, especially with feeding frenzy.&lt;br /&gt;
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====Courtiers====&lt;br /&gt;
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Courtiers are more support Heroes and beatsticks, not proper leader types and thus come without any Command Abilities or magic. What they do is still very important though, as of they can Resurrect Slain Models, as of second edition. Keep in mind though that they cannot set up new units, only the Ghoul Kings can do that. This is not to say your Courtiers are less important though as they can, for example, add Ghouls to a unit until it gets its Battalion Strength back. As they don&#039;t have the Monster Keyword despite appearances, they all benefit from Look Out Sir.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Varghulf_Courtier.pdf Varghulf Courtier]:&#039;&#039;&#039; The most versatile of all the courtiers - The Varghulf flies, has a 10&amp;quot; move and a bunch of strong attacks with more if it&#039;s in melee with ten or more models. This courtier is at it&#039;s best supporting your knights and serfs against chaff and mass battleline - with the aforementioned attacks bonus, Feed on Dark Magic, and Feeding Frenzy (not to mention artifacts to bump up it&#039;s attack potential), you are looking at an excellent battleline buster. Don&#039;t let him get into combat with tough hammer units or heavy hitting monsters - 8 wounds and a 5+/6++ save goes far too quickly. It heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell within 18&amp;quot; of him (Feed on Dark Magic). Oh, and unlike other courtiers, he can muster Flayers, Horrors and Ghouls. An excellent summoning choice - summon it in near units in combat at the table edge, in range for Feeding Frenzy, or place it range to support mass Ghouls - a very versatile part of the FEC army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghast_Courtier.pdf Crypt Ghast Courtier]:&#039;&#039;&#039; A teeny tiny Ghoul champion upstart. That&#039;s what he is. He has a bunch of weak attacks and is still somewhat fragile for a Hero, with 4 Wounds and a 5+ save, similar to a Grot. His real use is in resurrecting, on average, 5 Ghouls per Hero Phase (yes, that means you can heal Ghoul units back to the point where their size-bonus activates) and he makes them stronger if he personally kills an enemy. Only use this as a last resort, though, as his reviving is superb and he&#039;s too fragile to risk in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Haunter_Courtier.pdf Crypt Haunter Courtier]:&#039;&#039;&#039; A slightly stronger Crypt Horror champion who can summon more of his flunkies. That last part alone is already cool, as Crypt Horrors are very powerful, but the fact that the Courtier is strong in melee and regenerates should not be forgotten. If he is your general, Crypt Horror Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;; With AOS2 making it so everyone can use Command Abilities, you won&#039;t feel that you&#039;re losing something when you make him your general. The Gutbusters Gorger model will make for a perfect Crypt Haunter Courtier if you don&#039;t want to go the conversion/special paintjob route.  Equip him with a high-rend weapon from Malign Sorceries and keep near an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; for rerolls to hit and he&#039;ll destroy almost anything he comes up against.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Infernal_Courtier.pdf Crypt Infernal Courtier]:&#039;&#039;&#039; Blessed with everything a Crypt Flayer needs to be good. 5 attacks with 2 damage already make him as good as a small squad of normal Crypt Flayers and instead of a milquetoast Bravery-scream, he breathes fire. This guy is an absolute powerhouse AND he can Resurrect Crypt Flayers. If he is your general, Crypt Flayer Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hollowmourne===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duke Crackmarrow:&#039;&#039;&#039;added to the game Beastgrave not too much ago, you have to take this guy and his band (the grymwatch that we will analyze later) for 120 points. While those bands usually suck when used into normal battles, this guys are really good in what they do. The Duke had a fine weapon, the halberd (2&amp;quot;,3A,3+,3+,-1,2D) who make him a good hero killer, but a really terrifying monsters killer, adding one to his damage if he attack monster. If you play him into a Flesh-eater court army, you add many ways to give him extra attacks with spells and also make him attack again. Don&#039;t get fooled, if rightly buffed this guy can take down many monsters in one turn. Also, he can easily Resurrect his companion, rolling six dices and for every 2+ Resurrect a model. This mean that you will probably refill the unit even if just a guy survived. Note also that you can use them in every army as mercenary, and this isn&#039;t such a bad idea.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
Unlike their unit entries in Grand Alliance: Death, the Flesh-Eater Courts cannot use summoning magic as their warscrolls kept the summoning spells on them or have the Summonable Keyword. Not to fear though, you can still pile heaps of new models onto the table with this army.&lt;br /&gt;
&lt;br /&gt;
====Serfs====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghouls.pdf Crypt Ghouls]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039; Your basic infantry and not too shabby, all things considered, especially since just about everything in this army either makes these little guys better or allows you to toss more of them onto the board. They get two attacks each with a third if the unit&#039;s big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of &amp;lt;s&amp;gt;cover and&amp;lt;/s&amp;gt; Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;grymwatch:&#039;&#039;&#039; [disclaimer! They aren&#039;t serf, but being basically different ghouls i put them here for make my work easier] at a first look this guys are the looser version of the ghouls. 5 of them attack with bone weapons (1&amp;quot;,2A,4+,4+,/,1D) and the bats with their fangs (1&amp;quot;,d6A,4+,4+,/,1D). Their attacks are quite bad indeed, but then you read their abilities and everything change. This guy&#039;s weapons deal 2 damage instead of one on Monsters. You are probably playing them in a Flesh-eater army, so there are many ways to get extra attacks and attack twins in combat phase. This guys then turn into a really good unit of monsters slayer, with the only downside of don&#039;t have rend at all. Also, their second ability is to take wounds at a 4+ instead of their hero, the Duke. Consider to use them as a health bar, because only the Duke is a incredible monsters slayer all of his own.&lt;br /&gt;
&lt;br /&gt;
====Knights====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Horrors.pdf Crypt Horrors]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Haunter Courtier is your General. Simply put, Crypt Horrors are Ogre equivalents. 4 Wounds, 5+ save. 3 attacks with no Rend and 2 Damage each. You know, the usual. These here also regenerate and get rerolls To Hit if a Ghoul King is nearby, thereby eliminating their only real weakness. Take this first. Flayers are also useful, but more gimmicky skirmishers compared to the powerful sledgehammers the Crypt Horrors are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Flayers.pdf Crypt Flayers]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Infernal Courtier is your General. Their melee profile is the same as that of Horrors with one more attack, but with only damage 1 and rend and the chance to inflict mortal wounds. Then you see that they have a scream attack that inflicts mortal wounds equal to the bravery they beat on a 2d6(-2 on the roll if not within 3&amp;quot; of the target). Then you finally realize they&#039;re not meant to be powerhouses. They&#039;re harassers and tarpits, just like Razorgors for the Beastmen and are very useful when summoned via Command Ability, because they are fast enough to close the distance quickly. Oh, and you need these because the Crypt Infernal Courtier, aka the second-best Courtier, summons them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
&lt;br /&gt;
Unlike the versions in Grand Alliance: Death, the warscrolls for this army actually have the Flesh-Eater Courts keywords and are thus susceptible to the awesome buffs you dish out. Never forget that, as it gives you an enormous edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Terrorgheist:&#039;&#039;&#039; It&#039;s powerful, with its Shriek being downright terrifying. &amp;lt;s&amp;gt;3D6 minus Bravery mortal wounds, eh? That&#039;ll halve a Liberator unit on average.&amp;lt;/s&amp;gt; Unfortunately, someone at GW noticed just how powerful this was and now it&#039;s 6+D6 minus Bravery Mortal Wounds. And while this has dramatically cut down on the maximum damage, it has also made it much more reliable. They also decided to make the Terrorgheist&#039;s regeneration dependent on having a Ghoul King of any kind close by, but in exchange they gave it a better 4+ save and even stronger attacks than before. It also explodes into a bunch of mortal wounds when it dies, which can make your opponent hesitate to finish it off, at which point it will regenerate and eat his sorry ass. In short, a Terrorgheist has the works: High flying Move, lots of wounds with a good save, very high damage, a dangerous shriek and if run alongside a mounted Ghoul King, great regen.&lt;br /&gt;
**This is Battline if you&#039;re playing Gristlegore. Just show up to a 2000 point game with 7 models on the table and smile at your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Zombie Dragon:&#039;&#039;&#039; Don&#039;t. Scroll way up. Play this thing with the Ghoul King on top. Seriously, the Ghoul King adds so much to this thing it isn&#039;t funny. As in, another melee profile, powerful regeneration, magic and a Command Ability.&lt;br /&gt;
**Except in the case of Gristlegore when this thing becomes Battleline. BATTLELINE DRAGONS. It&#039;s like the weird lovechild of Beastclaw Raiders and Order Draconis!&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Scenery_Charnel_Throne.pdf Charnel Throne]:&#039;&#039;&#039; Gives +1 bravery to Flesh-Eater units within 1&amp;quot; and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent is within 1 inch of it (Recommended to sit on the throne itself for badass points) they get to use their summoning command ability for free. This doesn&#039;t apply to the mounted Ghoul King command abilities, so no cheesing. While it seems shit at first glance, there&#039;s actually gold  hidden in that pile of shit. Using command abilities for free is incredible, because those saved Command Points WILL add up to a TON of points, which means a LOT of Feeding Frenzies and other command abilities over the whole game. The other effects rarely come up due to how aggressively the Flesh-Eater Courts play, but could be useful. And remember, that Charnel Throne? That big, ostentatious and grand chair? It&#039;s denying space to that tree-humping Sylvaneth bastard, so you can go ahead and kiss your throne and thank it for watching your ass.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Royal Family===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, Abhorrant Ghoul King on Royal Terrorgheist or an Abhorrant Ghoul King on Royal Zombie Dragon and between 2 and 6 Abhorrant Ghoul Kings&#039;&#039;&#039;&#039;&#039; (Min: 560; Max: 1400)&lt;br /&gt;
&lt;br /&gt;
Your basic leader Battalion buffs nearby Courtier muster abilities. Really only useful for larger games or an elite focused army. If you have a bunch of the old Strigoi Ghoul King models lying around, by all means, play it.&lt;br /&gt;
&lt;br /&gt;
===Attendants at Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier and two units of Crypt Horrors&#039;&#039;&#039;&#039;&#039; (Min: 550; Max: 1510)&lt;br /&gt;
&lt;br /&gt;
A very nice formation. Their reroll To Hit abilities, which normally hinge on a Ghoul King being close by, are now always active in this Battalion. &lt;br /&gt;
&lt;br /&gt;
===Deadwatch===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Infernal Courtier and 3 units of Crypt Flayers&#039;&#039;&#039;&#039;&#039; (Min: 740; Max: 2270)&lt;br /&gt;
&lt;br /&gt;
Slightly bigger Battalion but worth it, as it allows one unit to pile in and attack in your Hero Phase as well as in the Combat Phases. Turns their decent attacks into terrifying attacks.&lt;br /&gt;
&lt;br /&gt;
===Abattoir===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier, two units of Crypt Horrors and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 660; Max: 1880)&lt;br /&gt;
&lt;br /&gt;
Roll a D6 for every enemy &#039;&#039;model&#039;&#039; within 3&amp;quot; of any model from this battalion at the end of the combat phase. On a 6, their unit takes a Mortal Wound. That&#039;s a lot more chance to mortal wounds than it was previously as you&#039;ll rolling in both your turn and your opponent&#039;s, plus it can trigger the same turn you charge into combat.  This is, again, in addition to any other damage they will do during the game.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Patrol===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier and 3 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 540; Max: 1320)&lt;br /&gt;
&lt;br /&gt;
Lets any unit from the battalion outflank. In your first movement phase, you must set them up within 6&amp;quot; of &#039;&#039;any&#039;&#039; table edge. &lt;br /&gt;
&lt;br /&gt;
===King&#039;s Ghouls===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier, a unit of Crypt Horrors and 2 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 600; Max: 1600)&lt;br /&gt;
&lt;br /&gt;
Only lets you ignore battleshock while close to the Courtier now, which may not last long unless you can hide it (behind the Horrors for example).  But with command points being so useful now, it may be worth it for the Inspiring Presence saving.&lt;br /&gt;
&lt;br /&gt;
===Royal Mordants===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 710; Max: 1960)&lt;br /&gt;
&lt;br /&gt;
In your hero phase, one unit from the battalion wholly within 16&amp;quot; if the Varghulf may make a normal move.  Watch your Crypt Flayers fly from one end of the board to the other in one turn :-)&lt;br /&gt;
&lt;br /&gt;
===Royal Menagerie===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 or more Royal Terrorgheists or Royal Zombie Dragons in any combination&#039;&#039;&#039;&#039;&#039; (Min: 1020; Max: no max)&lt;br /&gt;
&lt;br /&gt;
Each model may heal D3 wounds if they are within 5&amp;quot; of any other model from the battalion.  Keep an ABHORRANT nearby and your Terrorgheists will be healing 2D3 wounds in each of your hero phases!&lt;br /&gt;
Also, Designer&#039;s Commentary has stated that &#039;&#039;&#039;GRISTLEGORE&#039;&#039;&#039; monsters that are Battleline are NOT Behemoths, so there really is no limit to how big this battalion can be.&lt;br /&gt;
&lt;br /&gt;
===Cannibal Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 of each of the following battalions: Royal Family, Attendants at Court, Deadwatch, Abattoir, Ghoul Patrol, King&#039;s Ghouls, Royal Mordants and Royal Menagerie&#039;&#039;&#039;&#039;&#039; (Min: 5730; Max: )&lt;br /&gt;
&lt;br /&gt;
For the filthy rich.  If your general is an Archregent or Ghoul King from this battalion, it also has the command abilities of any other units from this battalion.  Really nothing to write home about, as this basically means they will have one extra summon of 10 ghouls during the battle. Whoo.&lt;br /&gt;
&lt;br /&gt;
===King Vlagorescu&#039;s Ghoulish Host===&lt;br /&gt;
&#039;&#039;Found in the King Vlagorescu&#039;s Ghoulish Host box.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Ghoul King on Terrorgheist, a Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
&lt;br /&gt;
The same reform ability the Royal Mordants get and more interestingly the entire Battalion has a chance of piling in and attacking in your Hero Phase.&lt;br /&gt;
&lt;br /&gt;
===Flesh-Eater Courts Royal Hunt===&lt;br /&gt;
&#039;&#039;Found in Flesh-Eater Courts Starter Kit&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&#039;1 Ghoul King on Terrorgheist, 1 Unit of Crypt Horrors, 1 Unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
+1 to attacks by any model of the hunt in 10&amp;quot; of King - No obvious Battalion cost at this stage&lt;br /&gt;
&lt;br /&gt;
===The Arcasanctorian Guard===&lt;br /&gt;
&#039;&#039;Found in Carrion Empire&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, a unit of 3 Crypt Flayers, a unit of 3 Crypt Horrors, and a unit of 20 Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min:840 ; Max:840)&lt;br /&gt;
&lt;br /&gt;
Units from this Battalion reroll failed charges and don&#039;t take battleshock. For 110 points, in addition to the exacting unit size restrictions, this is utter garbage.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
Just buy two Start Collecting! boxes to start. That&#039;s it, you will get 20 Ghouls, a practically obligatory big monster, three Crypt-ids and a Courtier of your choice, there you have an 900 points army, excluding the additional big monster, which you could use to make a Vampire Lord on Zombie Dragon and a Ghoul King on foot (this last guy will fill your 100 points army perfectly) and two spared Crypt models. Here you have enough saving to buy yet another SC! box, mainly for the extra Ghouls and Crypt guys. From there, you can freely go crazy.&lt;br /&gt;
&lt;br /&gt;
The new nightfeast hunter box is a good deal as well! 20 Ghouls and 3 Crypt for $65 US. Though at this point, the Start Collecting! Box is only a little more, and you&#039;ll get the Terrorgheist, but only ten ghouls.&lt;br /&gt;
&lt;br /&gt;
If you chose the Terrorgheist, a good next step would be three boxes Crypt Horrors. Build one as a Crypt Haunter Courtier and the other eight as Crypt Horrors. This supplies you with an Abattoir Battalion, some Crypt Ghasts and a big monster-riding general.&lt;br /&gt;
&lt;br /&gt;
If you chose the Zombie Dragon, you may want to add some Crypt Flayers instead. Have your general summon a new Crypt Infernal Courtier every turn and have them summon Crypt Flayers until all your models are in play.&lt;br /&gt;
&lt;br /&gt;
If you chose to build the foot-slogger, get another such kit asap, build both monsters as Terrorgheists and put the second Ghoul King on the second bat, since normal Terrorgheists profit massively from having a Ghoul King on monster along for the ride.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Royal&amp;quot; Air Force===&lt;br /&gt;
For competitive play (2000pts) try this list, I&#039;ve played several battles (vs order and chaos armies) and still have to find this armies adversary.&lt;br /&gt;
&lt;br /&gt;
 - Battlescroll: Deadwatch&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   9 Crypt Flayers&lt;br /&gt;
   1 Crypt Infernal Coutier&lt;br /&gt;
 - Abhorrant Ghoul King on Terrorgheist&lt;br /&gt;
 - Varghulf Coutier&lt;br /&gt;
&lt;br /&gt;
This army is fast, all of them fly, regenerates units (flayers) and is full of possible mortal wounds dealing which are quit the deal.&lt;br /&gt;
Normal set up would be the 9 flayers in the middle with the 6 flayers each covering its flanks.&lt;br /&gt;
the Infernal (who has to be the general in order to make flayers battleline) and the varghulf hug each other and if possible cover behind the 9 flayers for adding losses. The Abhorrant Ghoul King on Terrgheist can be used for support on a flank though keep him close to the frontline for his delicious spell for 5++ save against all kinds of (mortal)wounds. Now with the Deathless minions rules you get for having the Death Allegiance from the Generals Handbook &amp;lt;s&amp;gt;(actually, because you have to have the Flesh-Eater Courts allegiance in order for Flayers to be Battleline, you can&#039;t use any of the Death allegiance abilities, you can only pick one allegiance)&amp;lt;/s&amp;gt;(see General&#039;s Handbook FAQ)(See Also, the thing in the actual Flesh-Eater Courts allegiance concerning Mortal Wounds), you&#039;ll have a 6++ (5++ if you choose or roll that one command trait for your general) save against wounds and mortal wounds. Enjoy your &#039;&#039;&#039;9 flayers with 5+, 5++, 6++/5++&#039;&#039;&#039; with casualty replenishment for each &#039;&#039;&#039;5+ on 12 dice&#039;&#039;&#039; all the while they deal wounds and mortal wounds &#039;&#039;&#039;both in close combat and your hero phases&#039;&#039;&#039;! I&#039;ve seen them tear down Alarielle due to volumes of attacks and those delicious mortal wounds. Watch out for negative modifiers against your flayers (they&#039;ll lose the mortal wounds on 6s when they have a -1 to hit) and protect your Infernal and Varghulf!&lt;br /&gt;
&lt;br /&gt;
Beware though, Deadwatch has been massively nerfed, since now only 1 unit of Flayers can attack per hero phase. Don&#039;t let it stop you from playing this, but it&#039;s definitely weaker than it used to be.&lt;br /&gt;
&lt;br /&gt;
===One SC Army===&lt;br /&gt;
&lt;br /&gt;
Actually you can get your first 980 pts army with one &amp;quot;SC&amp;quot; box and &amp;quot;Endless Spells&amp;quot; box:&lt;br /&gt;
&lt;br /&gt;
Just build your Crypt guys as Crypt Haunter Courtier and Crypt Infernal Courtier. Also you can build your Crypt Ghast Courtier whith reamining parts and some green stuff. Choose Gristlegore Grand Court and take your Ghoul king and Terrorgheist separately.&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
Leaders:&lt;br /&gt;
 - Abhorrant Ghoul King(160pts)&lt;br /&gt;
 - Crypt Ghast Courtier(60pts)&lt;br /&gt;
 - Crypt Haunter Courtier(120pts)&lt;br /&gt;
 - Crypt Infernal Courtier(120pts)&lt;br /&gt;
Units:&lt;br /&gt;
 - 10 Crypt Ghouls(100) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Behemoths:&lt;br /&gt;
 - Gristlegore Royal Terrorgheist(300pts) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Endless spells:&lt;br /&gt;
 - Chalice of Ushoran(50pts)&lt;br /&gt;
 - Corpsemare Stampede(70pts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total points&#039;&#039;&#039;:980&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*The logical choice for allies would, of course, be other Death units. You can only ally &#039;&#039;&#039;Deadwalkers&#039;&#039;&#039;, &#039;&#039;&#039;Deathlords&#039;&#039;&#039; and &#039;&#039;&#039;Deathmages&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Corpse Carts and Mortis Engines provide solid allies that boost your casting, which is crazy good for Flesh-Eaters who rely a LOT on magic. Mortis Engines are probably best, since they are tough, boost casting, can deal lots of mortal wounds and can heal your guys. Corpse Carts are a little squishy and don&#039;t do much other than buff Deadwalkers units, which you have little use for.&lt;br /&gt;
&lt;br /&gt;
*Dire Wolves are decent, being relatively fast. HOWEVER, they synergize not even a little bit with your guys, so try not to use them. Zombies are pretty meh, as they require you to commit a lot of resources into making them work, while your ghouls work so much better with your army. &lt;br /&gt;
&lt;br /&gt;
*You&#039;ve got access to the Mortarchs too. Out of all of them, Arkhan is probably best. Mannfred is expensive as hell, and has little utility since he&#039;s mostly a magic and combat beatstick, which isn&#039;t what your army really needs. Neferata is decent, but then you&#039;d be pissing off Ushoran, although her Twilight&#039;s Allure command ability and her unique spell is solid support. Arkhan is best because he&#039;s not too expensive, and can cast your Flesh-Eater spells, if he&#039;s close enough to your wizards, while having a boosted unbind/casting roll. Sure, he&#039;s not gonna do much damage in combat like Mannfred, but who needs to when you have Curse of Years? &lt;br /&gt;
&lt;br /&gt;
*Morghast Archai and Harbingers are decent, but once again, they have little synergy with your army. They&#039;re not bad for anti-armor though, especially those sweet 2 rend halberds, which can help cover your lack of armor piercing. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t use a Necromancer. Just don&#039;t. None of his keywords work with yours. The Mortis Engine, however, is just plain great. &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; Give your Ghoul Kings some proper horseback knights to work with.&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; The only time it is okay to use a Necromancer. He gives an extra attack to nearby skeletons and zombies.&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Field these units as your mercs and Nagash will laugh away his sides at your utter stupidity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23342</id>
		<title>Age of Sigmar/Tactics/Death/Flesh-Eater Courts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23342"/>
		<updated>2019-11-04T12:31:36Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Pros */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Flesh-Eater Courts|Logo=Flesh-Eater 01.png|Alliance=Death|Motto=The Noble Sir Marrowslurp charging into battle! Huzzah!}}&lt;br /&gt;
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{{stub}}&lt;br /&gt;
==Why Play Flesh-Eaters Courts==&lt;br /&gt;
&lt;br /&gt;
Imagine this. A glorious army of marching men-at-arms, disciplined, stoic and determined as they storm forward in organized ranks, watched by the steely eyes of their heroic commanders.  By their side, mighty knights clad in full battle plate, resplendent in their shining armor, stomp across the ground with massive bejeweled two-handed weapons in hand, led by the strongest and boldest of their Champions.  Above, warriors with angelic wings soar through the sky, intoning prayers and hymns of praise to their gods and their sovereign, filling all with pride to be in the court. Even holy beasts such as gryphons and majestic dragons take flight, their great bellows an inspiration to the humble men below.  At the heads of the army, stands the King. Wearing fine armor and plate, he strides forward with confidence and utmost conviction, ready to put those who threaten his people to the sword.&lt;br /&gt;
&lt;br /&gt;
Of course, that&#039;s what they think. And it&#039;s probably why  you&#039;re here.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s a terrifying horde of stinking, pallid creatures. Swarms of ghouls compete with each other to be first into the fray, scrabbling at their enemies desperately, dragging and tearing apart their enemies. Huge cannibals charge into the fight, shattering the battle line with their charge. Horrid, flying monsters impale unfortunates, while giant undead dragons and terrorgheists cut bloody swathes through formations of troops.  At the head of it all, stand the proud ghoul kings and archregents. Inhumanly fast and durable, such bestial vampires rip apart scores of foes with horrifying ease, while their so-called holy prayers and spells take the form of dark death magic laced with the traces of their delusion.&lt;br /&gt;
&lt;br /&gt;
Welcome to the court. And welcome to the feast.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* You can play an army of [[Nemesor Zahndrekh]] turned up to 100 with a sprinkling of cannibalism.&lt;br /&gt;
* They favor an aggressive playstyle.  In fact, they can give the Daughters of Khaine a run for their money.&lt;br /&gt;
* You want to play an undead faction that doesn&#039;t (exclusively) serve [[Nagash|the big, bony douchebag]].&lt;br /&gt;
* You dish out Mortal Wounds like they were candy.  For a good example, there&#039;s the Abhorrant Ghoul King on Royal Terrorgheist.  With the right combination, he can get Always Strikes First and deal 20+ MORTAL WOUNDS from his Terrorgheist&#039;s Gaping Jaw!&lt;br /&gt;
* Their insane nature opens up many narrative ideas for your battles, as well as conversion opportunities.&lt;br /&gt;
* They&#039;ll only run if they&#039;re pounded into the ground and even then there&#039;s a chance they&#039;ll stand.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* As is typical of Death faction armies, your heroes are the &amp;lt;s&amp;gt;lichpin&amp;lt;/s&amp;gt; lynchpin.  If you lose them, it&#039;s an uphill battle, even moreso than normal Death factions, as they have summoning magic but you don&#039;t anymore.&lt;br /&gt;
* Expect accusations of being a tier-whore as they&#039;re quite good in the competitive meta.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Death Battletome: Flesh-Eater Courts&#039;&#039; second edition has all the Warscrolls, Battations, Allegiance Abilities and Matched play points.&lt;br /&gt;
*This should be supplemented with the Flesh-Eaters Courts &#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;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&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 2018&#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;
==General Thoughts==&lt;br /&gt;
So, how do the Flesh-Eater Courts look? This battletome, while seemingly lazily done, has actually gifted the sons of Ushoran a TON of ways to play. The Skaven kinda got the short end of the stick, being nerfed and having multiple ways of exploding, plus VERY restricted battleline. But us? Our battleline is incredibly flexible, and the Grand Courts do an incredible job of changing our playstyles. As such, this book is a ton of fun, plus the lore&#039;s amazing. &lt;br /&gt;
&lt;br /&gt;
Some general tips that should be noted for new Flesh-Eater players:&lt;br /&gt;
This army is hilariously easy to build up thanks to the Start Collecting! Flesh-Eater Courts box, which gives everything you need, and if you have a Skaven friend, Carrion Empire is another incredible deal. If you can, try getting the Nightfeast Hunters Skirmish box as well. &lt;br /&gt;
&lt;br /&gt;
The lore of this army is fucking awesome. It&#039;s easily one of the most unique. So experiment! Try all kinds of things with your lore. Go insane, it&#039;s in theme. &lt;br /&gt;
&lt;br /&gt;
Models wise, the army is still great. But when painting the inevitable horde of ghouls, try taking breaks now and then between your batches of ghouls by painting your heroes or monsters or horrors. It really helps break the monotony of painting ghouls. And don&#039;t be afraid to convert! Your guys are completely crazy, so go nuts with conversions! The Varghulf model is incredibly old but still good, but if you wish, there are tons of cool models that fit on 60mm bases that work great as a conversion! Don&#039;t forget, your courtiers must be made from the same boxes as your normal mooks, so plan out in advance how you&#039;re gonna build your boxes. For example, in my case: I had 3 boxes of Crypt Horrors/Flayers, and I used the parts inside to build 3 Crypt Horrors, 3 Flayers and 2 Haunter Courtiers and 1 Infernal Courtier. For Ghast Courtiers, try finding conversions, because you do NOT want to take that single model out of your ghoul blob and be left with 19 odd ghouls. Currently the official base size for Ghast Courtiers is 32mm, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
In terms of playstyle, I have no idea why but a LOT of FEC players have this weird Blisterskin Flayer or Gristlegore Monster Mash fetish. Keep in mind, Flayers are NOT reliable whatsoever. Same with your monsters. This will be touched upon again later. Large groups of flayers with the feeding frenzy command ability will put out an obscene amount of mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The most important part of the playstyle that should be remembered is this: Your units are overpriced like all hell for good reason. A unit of Horrors is the same cost as a Fellwater Troggoth unit that has outright better stats. Why? Because you can bring your Horrors back, they can&#039;t. You can summon entirely NEW units as well. So focus on that. Your units generally suck, and rely on synergies to bring out the best in them. There was a lot of crying about the new Feeding Frenzy being overpowered, but it&#039;s really useful at making flesh-eaters viable. SO remember: One of your greatest strengths is your numbers and sheer attrition power. There are few armies in the game that can throw so many bodies on the board, or regenerate so much, which is why you should try to focus on that. &lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun with the Courts of Ushoran! This is an incredibly cool army that also loves conversions, so let your imagination go wild!&lt;br /&gt;
&lt;br /&gt;
==Allegiance Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Courtiers:&#039;&#039;&#039; Each time one of your units wholly within 12 inches of your general or friendly FEC hero takes a wound or mortal wound, they get an extra 6+ save. Classic Death allegiance ability. Not amazing, but it’s quite reliable and helps make up for your poor average save. Works with both courtiers and Abhorrants, so try to ensure that all of your MORDANTS are within range of any COURTIERS or ABHORRANTS to get the most out of this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy:&#039;&#039;&#039; It’s been HUGELY improved. It’s now a command ability that you can use immediately after any FLESH-EATER COURTS unit has piled in and made its attacks, wholly within 12&amp;quot; of any FLESH-EATER COURTS HERO, increased to 18&amp;quot; if the general uses the command ability. That unit gets to pile in and attack AGAIN! RIP AND TEAR! Normally your units are relatively weak, but with this you can seriously pump out good damage. However, this means that you need to spend your command points carefully. There’s also some serious utility with this ability, as piling in again means you get to effectively move 6 inches in the combat phase, allowing you to either attack vulnerable heroes, or pull your opponent’s shooting units into the fight. You can also use this to swarm objectives better with Crypt Ghouls, letting you claim them, especially since you will usually have a LOT of them. But be extremely careful that you don’t pull in your opponent’s stronger melee units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Court of Delusions:&#039;&#039;&#039; With this, you get to choose an ability for your entire army before choosing your command trait. Can drastically alter how you play your army, so choose...carefully.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Crusading Army:&#039;&#039;&#039; You can add 1 to run and charge rolls for Flesh Eater Courts units. Solid, and can add up to a few extra made charges over the course of a game. Somewhat weaker than before, no free re-rolls unlike last time. Still solid, but pales a bit in comparison to The Feast Day (Will be discussed below).&lt;br /&gt;
#&#039;&#039;&#039;The Royal Hunt:&#039;&#039;&#039; Your entire army can reroll hit and wound rolls of 1 but only when attacking monsters. Ok, but extremely dependent on your opponent’s army (and by extension, your local meta). The main problem being that many of your units have innate access to re-rolls, such as crypt Horrors or ghouls, while Zombie Dragon Ghoul Kings could potentially cover re-rolling wound rolls. However, it’s better with your big monsters and Crypt Flayers, who have less access to re-rolls. &lt;br /&gt;
#&#039;&#039;&#039;The Feast Day:&#039;&#039;&#039; You can use the Feeding Frenzy command ability without spending a command point once per turn. Incredible. Also note that it doesn&#039;t specify a specific turn in which it applies... so you can use the command ability during your opponents turn once for free as well! You will always get mileage out of this one. By far best all-round delusion (once again excluding Grand Courts, but more on that below). It used to be so bad, but it’s now a great choice if you wish to save command points for other things, such as summoning more mordants or the generic ones. &lt;br /&gt;
#&#039;&#039;&#039;A Matter of Honour:&#039;&#039;&#039; Your units can reroll hit rolls of 1 when targeting heroes. If it&#039;s the enemy general you can reroll wound rolls of 1 too. Much more universal than Royal Hunt, so worth a look. Good choice, especially since it applies to your whole army. It’s generally a nice bonus, but might depend on what your opponent brings. &lt;br /&gt;
#&#039;&#039;&#039;The Grand Tournament:&#039;&#039;&#039; Heroes other than your general can reroll hit rolls of 1. It is specific and obviously only useful if you&#039;ve got a bunch of heroes, but if that&#039;s the army you&#039;re running then it can hurt a lot. If you are running an Archregent, Foot AGK or Courtier General and at least one (two+ preferred) mounted AGKs, this could be worth it. Consider your heroes. The mounted AGKs will benefit a lot from this. Your foot AGKs are solid fighters, but remember that your Haunter Courtier is unlikely benefit much from this. Same with the Varghulf Courtier, both of whom usually have innate re-rolls. Overall, an honestly strong choice if you bring a lot of mounted AGKs. Not as much utility as The Feast Day or Crusading Army, but re-rolling those dreadful ones with your mounted Terrorgheist’s Fanged Maw is amazing. &lt;br /&gt;
#&#039;&#039;&#039;Defenders of the Realm:&#039;&#039;&#039; Reroll saves of 1 for all units with at least half of their models in your territory. Since you don&#039;t have much in the way of long-range attacks, you&#039;re probably going to need to be aggressive, so this won&#039;t be useful. Running this with King&#039;s Ghouls and two 40 Ghoul blocks could make for a more defensive army. Even if you have to be defensive, this isn’t that strong. Your units have weak saves across the board. HOWEVER, if you are really dead set on this, then consider what units will benefit most from it. Ghouls are unlikely to benefit much, but your monsters and ABHORRANTS will, with their solid 4+ saves. Once again, a somewhat situational delusion, but definitely has its uses. &lt;br /&gt;
&lt;br /&gt;
The best delusion is The Feast Day, by far. Crusading Army and maybe The Grand Tournament might be worth a look depending on your list. The others tend to be too situational or don&#039;t offer anything else that FEC don&#039;t have access to via other means.&lt;br /&gt;
&lt;br /&gt;
===Grand Courts=== &lt;br /&gt;
Now instead of a delusion, you get to choose one of the the Grand Courts! Kind of like Beasts of Chaos Greatfrays or Stormcast Stormhosts. You get a specific delusion, a command trait, an artifact and your own command ability. So unlike the Delusions, you get a command ability to make up for the fact that you MUST take the command trait and artifact. All of them are pretty solid, and it means that you have a gigantic amount of customization for your army. These ones hugely change up your army’s playstyle. &lt;br /&gt;
&lt;br /&gt;
====Morgaunt Grand Court==== &lt;br /&gt;
*&#039;&#039;&#039;Ability: Blood Loyalty&#039;&#039;&#039;&lt;br /&gt;
Solid. Your MORGAUNT COURTIERS wholly within 12&amp;quot; of a MORGAUNT SERFS (your crypt ghouls) unit, re-roll hit rolls of 1. Haunter and Varghulf Courtiers have relatively easy access to re-rolls, unlike Ghast and Infernals, who will definitely benefit a lot. However, the best part of this ability is this: Your MORGAUNT SERFS wholly within 12&amp;quot; of your COURTIERs activate Boundless Ferocity at 10 or more models. Boundless Ferocity is the new fancy name for Battalion Strength, meaning that your ghouls get an extra attack (usually 3 attacks total), at 10+ models. This is incredibly useful, as it means that 20-ghoul blobs are viable, and summoning a ghoul unit may actually do something. Of course, be careful of the range. As well as the fact that ABHORRANTs cannot activate it, only COURTIER units can.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Heaving Masses&#039;&#039;&#039;&lt;br /&gt;
Your opponent is going to destroy lots of ghouls. What do you do then? You bring even MOAR ghouls. You can use this command ability when any MORGAUNT SERFS unit is destroyed, and you roll a dice, on a 4+, you get to set up the exact same unit wholly within 6&amp;quot; of any edge of the battlefield, and 9&amp;quot; from enemies. This is actually really useful. The biggest weakness is that you&#039;re spending a command point for a 50% chance of bringing back a unit, which is risky, though better than those Hammers of Sigmar gits. The most obvious use is in gaining insane amounts of attrition pressure. BUuuut, you also should remember: You can choose ANY edge. There are a lot of ways to use this. If you have multiple units of 10-20 ghouls, you can try your luck with this to let those ghouls attack from unexpected angles, tying up shooty units, and possibly killing squishies, especially if you summon a COURTIER using an Archregent or zombie dragon ghoul king. Still great to use on big groups though. See the smaller groups as an ambush party of sorts. They have the flexibility and small footprint to go after your opponenent&#039;s backline, while having the damage (Keep Blood Loyalty in mind) to seriously dent stuff. Remember though, you can only use this when a unit is destroyed, so if the roll fails, those guys are permanently gone, so don&#039;t be a smartass trying to bring units back from the dead.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Savage Chivalry&#039;&#039;&#039;&lt;br /&gt;
You can re-roll hit-rolls of 1 for your general if they are within 12&amp;quot; of a MORGAUNT SERFS unit. Look carefully at &amp;quot;WITHIN&amp;quot;. Your Mounted ghoul kings just need a tiny part of their base to be within 12&amp;quot; and they get the re-rolls. Doesn&#039;t seem like a lot, but it&#039;s a very useful buff. But remember carefully who benefits most from this. Varghulf and Haunter Courtiers benefit little, so your best bet would be ABHORRANTs, but don&#039;t forget that this CANNOT affect a royal terrorgheist or zombie dragon mount. That said, it&#039;s not a jaw-droppingly good command trait, but you honestly can&#039;t go wrong with this. Reliable if a little boring. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Decrepit Crown&#039;&#039;&#039;&lt;br /&gt;
This special artifact which allows your units to ignore battleshock while WHOLLY within 12 inches of the wielder, 18 if the general Carries it. Most would dismiss this as weak since Death units have bravery 10 (which is awesome), but you’re playing crypt GHOULS. These guys die like flies, and while they won’t run like a Skaven, you will still lose a LOT to battleshock. This also saves your CPs from being used on Inspiring Presence. Your monsters don&#039;t care about battleshock, but Crypt Ghouls most certainly do. And while Crypt Horrors and Flayers don&#039;t usually care about battleshock, the fact that this still buffs them shouldn&#039;t be forgotten. Terrible battleshock rolls, heavy casualties, losing those Crypt Horrors/Flayers is PAINFUL. So this is honestly a great artifact.&lt;br /&gt;
&lt;br /&gt;
Overall, a great Grand Court. Remember, this focuses a LOT on your Serfs/Crypt Ghouls, who are excellent at killing lightly-armored foes. For sample lists, you could try multiple units of 10-20 ghouls as screens and fodder to die for your bigger blocks of 30-40, and use Heaving Masses for them to either threaten objectives or threaten the enemy backline. Also, try bringing rending units, such as Flayers or monsters. In this kind of list, having a Courtier or two would be extremely useful, such as using an Archregent or Zombie Dragon Ghoul King&#039;s summon ability. Generally best to summon either Ghasts or Varghulfs, since they can replenish those units, AND use the Feeding Frenzy Command ability on said units.&lt;br /&gt;
&lt;br /&gt;
====Hollowmourne Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shattering Charge&#039;&#039;&#039;&lt;br /&gt;
Your COURTIER and KNIGHTS units get to re-roll wound rolls of 1 in turns that they charge. This is scary good at increasing your damage, and you can squeeze out all the mileage from this with Feeding Frenzy. All your COURTIERS benefit, but monsters like your Varghulf and Haunter Courtiers will go nuts with this. Your KNIGHTS, Horrors and Flayers both benefit hugely from this, especially because they pump out so many attacks. It&#039;s also worth mentioning that while your zombie dragon ghoul kings can cast his unique spell to get full re-rolls, it&#039;s not guaranteed to go off, and sometimes it may get unbound. While this shit? This shit means shit&#039;s going down son, guaranteed so long as you get that charge. Speaking of which...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Ravenous Crusaders&#039;&#039;&#039;&lt;br /&gt;
You can pick any HOLLOWMOURNE unit wholly within 9&amp;quot; of a HERO or 18&amp;quot; of your general, and they get add 1 to run and charge rolls, and can even run and charge. This significantly increases your threat range, and gives you the flexibility to attempt long bomb charges. It also works with your units that you summoned, since they now just need an 8 to make a successful charge. However, this command ability requires you to THINK. Don&#039;t spam it or you will most definitely run out of command points. You don&#039;t always wish to throw your horror deathstar as fast as possible at your opponent. It&#039;s easy for your units to accidentally run OUT of your synergy and buff ranges, leaving them as easy pickings. So be very careful with this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Grave Robber&#039;&#039;&#039;&lt;br /&gt;
Once again, doesn&#039;t affect mounts. So no cheesing with your royal mounts. Your general adds 1 to attacks and damage while within 3&amp;quot; of enemy HEROES with an artifact of power. Even though it doesn&#039;t affect your mount, Abhorrant Ghoul Kings and Archregents actually benefit a LOT from this. They have a lot of attacks, so that added damage will hurt. However, it&#039;s difficult to get close to enemies with artifacts of power. So it might be really good on Varghulf Courtiers or mounted Kings, units that can fly and pick their fights. It&#039;s also worth remembering that your general doesn&#039;t need to attack the hero with an artifact, you can actually tear apart that unit your opponent was screening his hero with. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Corpsefane Gauntlet&#039;&#039;&#039;&lt;br /&gt;
When the model with this artifact charges, you can inflict D3 mortal wounds on a 2+ against ONE enemy unit within 1&amp;quot;. It&#039;s a very small effect, since the bearer may not make that many charges. HOWEVER, there are some uses to this. Infantry units have the wounds to laugh it off, so pick your charges wisely. Monsters with damage tables would utterly hate taking D3 wounds, as it can knock them down a peg even before your guy swings. Heroes usually have about 5 wounds, and as such this can seriously hurt them. Squishy glass cannon units with lots of damage may also hate this, especially 1 wound units like Bestigors, Grimghast Reapers, Bladegheist Revennants, Bloodletters, heck, even Loonsmasha Fanatics. &lt;br /&gt;
&lt;br /&gt;
In conclusion, quite a killy Grand Court. My personal favorite because I&#039;m in love with Horrors. Ravenous Crusaders should be used wisely and as a sneaky trick, since you can use it to surprise your opponent with extended threat ranges. It&#039;s also very good for summoned units to fish for those 9&amp;quot; charges. These armies would probably like using a mounted ghoul king or varghulf courtier general to make use of Grave Robber, while the Corpsefane Gauntlet does great on anything, though aggressive heroes that will most certainly get stuck in will like this. Interestingly, Varghulf courtier or mounted king generals could get a lot of mileage by having having the Gauntlet, since they have the mobility to pick their targets and get to artifact-carrying heroes, while having the stats to massively benefit from the Grave Robber buffs. Don&#039;t forget, your Horrors become battleline if you choose this Grand Court. After some testing by the noble kings of the Grand Alliance community, it can be said that Hollowmourne is surprisingly strong. Deranged Transformation on one unit of 6 Horrors, Ravenous Crusaders on another unit of 6, allows for incredible mobility. Don’t use this to alpha strike, instead, use it as a scalpel. Such Horrors work great in an Attendants at Court battalion, use this to target enemies that your Horrors are good against, while the rest of your army moves into position.&lt;br /&gt;
&lt;br /&gt;
====Blisterskin Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Blistering Speed&#039;&#039;&#039;&lt;br /&gt;
All your BLISTERSKIN units gain 2 inches of movement. This is honestly incredible. You will ALWAYS get a use out of this. There&#039;s little to be said, other than the fact that you will normally outrange your opponent in terms of threat range. This allows you to cross the board faster, and forces your opponent to play conservatively, as they have to watch for you, because with this, you have the ability to pick your fights with this kind of insane mobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Lords of the Burning Skies&#039;&#039;&#039;&lt;br /&gt;
Used in the movement phase, you get to choose  BLISTERSKIN unit with the FLY keyword. You can remove it from the battlefield and set it up again 9 inches away from any enemy models. They can&#039;t move after that. Nice. Unfortunately, being limited to flying units does restrict it quite a bit. Try not to use this for alpha strikes, as you have little ways to buff up an alpha strike to do it reliably or even kill the stuff you charge. Instead, the mere threat of it is a boon. Your opponent has to set up to prepare for any potential attacks from unexpected angles. Use it also for objective grabbing or you can set up your monsters/flayers a good distance away from the enemy such that they can&#039;t charge your units easily, while yours can (Your guys have a LOT of movement, so use it). It allows you to threaten your opponent and spread them thin. Don&#039;t forget, you can still shoot. Flayers get to shoot, and they can deal decent damage en masse, while Terrorgheists and Zombie Dragons have outright terrifying ranged attacks, especially the Terrorgheist. (Cast that fly spell on some ghouls and now they can teleport).&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Hellish Orator&#039;&#039;&#039;&lt;br /&gt;
While this general is ON the battlefield, at the start of your hero phase roll a dice, on a 4+ you get a command point, in addition to your normal. Because we have no cap on CP generation, this is a great command trait. Especially with how CP hungry we are. This will always be useful, although it being random is a partial issue, of course, but it’s better than many other command traits. Try to ensure your general stays alive then, for example, an Archregent kept at the back, because if he’s dead (most mounted kings will eventually get targeted and hoses down) or deep striking (Zombie Dragon kings can do that), this trait won’t work. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Eye of Hysh&#039;&#039;&#039;&lt;br /&gt;
Subtract 1 from hit rolls for attacks made within missile weapons that target a friendly BLISTERSKIN unit wholly within 6” of the bearer. The biggest weakness is the 6” range. However, it does work on the Bearer himself. Can be situational, especially against melee-centric armies like Ironjawz or Khorne, but will usually get at least some mileage. Don’t try to brick up your entire army around the Bearer though, it will be extremely awkward and difficult considering the large footprints of your army. Still a decent artifact. &lt;br /&gt;
&lt;br /&gt;
All in all, a great Grand Court with lots of utility based artifact and trait. It’s useful, although it’s strengths are not immediately obvious and require finesse in using. One of the most important things about this is the fact that Flayers become battleline. Generally, Blisterskin Flayer lists have become competitive, and are seen as surprisingly strong, due to a mix of excellent mobility, lots of mortal wounds and a LOT of armor piercing damage, while still able to clear hordes quickly.&lt;br /&gt;
&lt;br /&gt;
==== Gristlegore Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Peerless Ferocity&#039;&#039;&#039;&lt;br /&gt;
If the unmodified hit roll for an attack made by a GRISTLEGORE hero or GRISTLEGORE monster is 6, that attack inflicts 2 hits on that target instead of 1.  Make a wound and save roll for each hit. Insanely powerful when used with Ghoul kings on terrorgheists with gruesome bite. You can easily fish for Fanged Maw hits, and if you do get a hit roll of 6, your attack still explodes. However, one attack will be converted into 6 Mortal wounds and its attack sequence ends, while the other will make a wound roll as normal. It allows you to deal mortal wounds, followed by the chance to toss out some extra 2 rend damage. Add Feeding Frenzy, and you’ll see the reason why Mounted TG kings are now a staple in competitive play. However, try not to use this trick so much, it WILL lose you friends. Seriously, I’ve seen it. &amp;lt;s&amp;gt;(the seq END so you can&#039;t make that combo)&amp;lt;/s&amp;gt; Nope, FAQs have confirmed that each effect will trigger ONCE.  So as described above, 1 hit becomes 2, and one of those hits will trigger Gaping Maw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Call to War&#039;&#039;&#039;&lt;br /&gt;
If a friendly GRISTLEGORE hero or GRISTLEGORE monster that has not fought in a combat phase is slain while wholly within 12&amp;quot; of a friendly hero (or 18&amp;quot; of the general), you can use this command ability to let it pile-in move and then attack with all its melee weapons. This can&#039;t be stacked. Very useful, especially if Monstrous Vigor is on that dead unit. It allows you to squeeze all the value out of your guys. Especially powerful on any Terrorgheist, because their bite doesn’t degrade as they get wounded. However, this should not be used every time you lose someone. Try only to use it for your stronger heroes/monsters, or you’re gonna waste Command points that could’ve been used for feeding frenzy on your healthier units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Savage Strike&#039;&#039;&#039;&lt;br /&gt;
This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase on a turn they made a charge (via GHB2019 FAQ). This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. This is exactly why Abhorrant Ghoul King on Terrorgheist generals are so powerful. It takes priority even in your opponent’s combat phase, which is insane because you can still use Feeding Frenzy. Once again, try not to cheese with this too much or you’ll literally be That Guy. There’s good reason why the FEC Start Collecting got sold out at LGS because of Legions of Nagash players.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Ghurish Mawshard&#039;&#039;&#039;&lt;br /&gt;
Once per battle, at the start of the combat phase, pick 1 enemy model within 1” and roll a dice. If the roll is greater than the Wounds characteristic of the enemy then the enemy is slain. This one is... meh. Being only once per battle, you should always use it when you have a good chance of it actually working. Being able to choose the target is very good. Target special weapons, banner Bearers, champions and the like. If you wish, aim it at monstrous nfantry. But try to go for enemies with 2 wounds or less, or the odds of you failing are pretty high. &lt;br /&gt;
&lt;br /&gt;
Overall, a very strong Court. There was an errata where monsters without king riders don’t count towards Behemoth, which is crazy good. (Cry your hearts out Beastclaw raiders!). Even so, spamming monsters is not that cheesy, it’s when someone spams 2-3 Ghoul King’s  on Terrorgheists all with gruesome bite, that’s just disgusting. But if you really want to smash someone you really don’t like, then that’s a good sample list for you.&lt;br /&gt;
&lt;br /&gt;
==Command Traits==&lt;br /&gt;
There are now 2 tables: Royalty and Nobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royalty: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;. As wounds only get allocated one all of the unit&#039;s attacks have been resolved, reliability will depend greatly on how many multi-wound models your opponent is fielding.&lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. Competes with Frenzied Flesh-Eater. This is also very good, since your abhorrants have so many attacks that they can do a LOT of damage with this. However, less reliable than Frenzied Flesh-Eater, since those 6s may not always happen.&lt;br /&gt;
#&#039;&#039;&#039;Majestic Horror:&#039;&#039;&#039; If you have a summoning Command Ability, use it for free. It will save you one command point. Which can actually mean a lot. It means that your Archregents/Ghoul Kings don&#039;t need to hang around the throne, or can work great with your mounted kings. It&#039;s not as game breaking as before, but you can hardly go wrong with a free command point.&lt;br /&gt;
#&#039;&#039;&#039;Dark Wizardry:&#039;&#039;&#039; Add 1 to the General&#039;s Casting, Dispelling and Unbinding rolls if they&#039;re a Wizard. This is nuts. It&#039;s an incredible command trait, especially for your Archregents, who can cast 2 spells AND unbind 2 spells a phase. This is probably the strongest and most reliable trait for a foot ABHORRANT hero, who usually prefer to support than fight. Your mounted kings work best with the more combat-oriented traits above, and even then, they may prefer this due to the fact that your kings aren&#039;t that scary in combat. &lt;br /&gt;
#&#039;&#039;&#039;Completely Delusional:&#039;&#039;&#039; Once per battle, if your general is still alive, you can change your current delusion to a new one. You cannot choose a Grand Court though. Actually quite good, as your delusions are actually solid. It does give you huge flexibility, for example, start with Crusading Army to NYOOOOOOM up the board, then change to Feast Day when getting stuck in. Or use Defenders of the Realm if you&#039;re expecting an alpha strike, then swap to Feast Day to boost your combat power. The possibilities are actually limitless.&lt;br /&gt;
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Definitely a great table. Your close combat generals would appreciate almost any of the combat traits, Majestic Horror is a great utility trait that will always get work done no matter what, Dark Wizardry is just crazy good, while Completely Delusional is an incredibly strong trait that requires finesse to use but is greatly rewarding when used well. Archregents will love Dark Wizardry, that is a given. &lt;br /&gt;
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&#039;&#039;&#039;Nobility: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat general. Haunter and Infernal Courtiers will like it, and Varghulfs will love this. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;.  See above. &lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. This is great. Your Haunter Courtier has multi damage weapons that will love exploding dice, and your Varghulf Courtier will go nuts with this, thanks to his insanely high damage output, while your Infernal Courtier will certainly appreciate this.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Brute:&#039;&#039;&#039; Add 1 to your general&#039;s wounds. Not bad. But generally quite unimpressive compared to the other options. &lt;br /&gt;
#&#039;&#039;&#039;Cruel Taskmaster:&#039;&#039;&#039; You can re-roll the dice when using the Muster ability. Less potent for a Ghast Courtier, since ghouls are regenerated on a 2+. However, this is a godsend for Haunter or Infernal Courtiers, since a re-rollable 5+ is technically equivalent to a 4+. Keep in mind that any dice can be rerolled, including successful rolls, so that Varghulf Courtier who brought back a bunch of ghouls can actually reroll the dice and fish for 5s and 6s. A very good trait. *&amp;lt;i&amp;gt;Actually&amp;lt;/i&amp;gt;, if you reroll, you must reroll ALL the dice.  So more of a safety net if you roll terribly than a constantly reliable trait.&lt;br /&gt;
#&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; You&#039;re a WIZARD, Harry! A flesh-eating and completely insane one, too. You also get to cast 1 spell, unbind 1 and know the Black Hunger spell. This is another insanely strong trait. Being a FLESH-EATER COURTS WIZARD means that you can cast Endless Spells, and you also know one spell from the Lore of Madness (More on that later). This is extremely good, but since feed on Dark Magic only triggers if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell, it falls short in that regard.&lt;br /&gt;
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Overall, a great set of command traits. This whole table generally does best with a Varghulf Courtier general, but the others can work. Combat generals should probably grab Savage Beyond Reason, while anything else should usually get Dark Acolyte. Cruel Taskmaster is crazy good but depends heavily on what you need. Usually, another wizard is better than rerolling your muster ability.&lt;br /&gt;
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==Artifacts==&lt;br /&gt;
There are 2 sets of artifacts now, one for Abhorrants and one for Courtiers.&lt;br /&gt;
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&#039;&#039;&#039;Royal Treasury: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Signet of the First Court:&#039;&#039;&#039; Unmodified wound rolls of 6 by the general get damage increased by 1 for that attack. Most Abhorrants have a lot of attacks, so they can definitely get some serious mileage out of this. Somewhat overshadowed by the support artifacts, but great if you want a damage focused abhorrant. &lt;br /&gt;
#&#039;&#039;&#039;Splintervane Broach:&#039;&#039;&#039; Enemy Wizards within 12 subtract 1 from their casting rolls. Very nasty if you can get within range, but a lot of Wizards will just move out of range of it, so unreliable. Having said that, with the arrival of Malign Sorcery and increased focus on magic, this is definitely a more viable option than in AOS 1.0. If you are playing a one off against a magic heavy opponent or have a magic heavy local meta, it definitely bears consideration.&lt;br /&gt;
#&#039;&#039;&#039;Blood River Chalice:&#039;&#039;&#039; Once per game heal D6 wounds on your character. Best on a mounted ghoul kings who just shifted down a wound level to bounce him back up. It&#039;s a great artifact. Wasted on foot kings, who only have 6 wounds, or Archregents, who already heal 3 wounds instantly. This should always be given to mounted kings, who can heal D6 from this, then D3 from their Royal Blood ability, which can mean a TON of wounds recovered. Excellent artifact, you can get a ton of mileage out of this. In practice, many opponents will try to one shot the bearer so he can&#039;t use it. If you can predict when he&#039;s gonna do it, try casting Unholy Vitality (Your TG riding king&#039;s unique spell). Even if your opponent manages to kill him, he would have wasted so much damage on your character trying to kill him. &lt;br /&gt;
#&#039;&#039;&#039;The Grim Garland:&#039;&#039;&#039; Enemy units within in 6 subtract 2 from their Bravery. In practice, this means 1 enemy unit, but this is still incredible. An autopick for any Flayer or Terrorgheist heavy list. Your shooting attacks will deal huge amounts of damage, and that&#039;s not even taking into account the horrendous battle shock that you have to take, normally forcing the wasting of a LOT of command points for Inspiring Presence. &lt;br /&gt;
#&#039;&#039;&#039;The Dermal Robe:&#039;&#039;&#039; Add 1 to casting, dispelling, unbinding rolls for bearer. Once again, just plain insane. You can either stack it with Dark Wizardry for a godlike caster who can compete with Arkhan and even Nagash, or you can give it to someone else to spread your spells around. Generally best with Archregents once again, who are complete gods of magic for the flesh-eaters. This is an insanely good artifact, that you seriously cannot go wrong with.&lt;br /&gt;
#&#039;&#039;&#039;Heart of the Gargant Feast:&#039;&#039;&#039; Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit. What he said. The artifact is relatively meh, but if you truly wish to use it, use it with a strong mounted king, and buff him with stuff like Feeding Frenzy, the Archregent&#039;s Ferocious Hunger, Zombie Dragon King&#039;s Malefic Hunger, you get the idea, especially if you REALLY want something just that dead, since the aforementioned spells actually buff your mount too. &lt;br /&gt;
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&#039;&#039;&#039;Noble Heirlooms: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Keening Bone:&#039;&#039;&#039; One the bearer&#039;s melee weapons has its range changed to 3 inches. Formerly seen as a joke, but it&#039;s a very interesting artifact. 3 inches is massive, and as such, when piling in your hero, this can be used as a very nasty surprise. This actually makes for a great hero killer, especially after piling in. Feeding Frenzy can be used to get even more threat range, allowing you to hit squishy support heroes standing behind, or attack powerful melee characters from a safe range - behind his own troops.  &lt;br /&gt;
#&#039;&#039;&#039;Medal of Madness:&#039;&#039;&#039; Once per battle ROUND this now allows the Courtier to use one of the three generic command abilities for free. (per the FAQ)&lt;br /&gt;
#&#039;&#039;&#039;The Flayed Pennant:&#039;&#039;&#039; Re-roll failed charge rolls for FLESH-EATER COURTS units wholly within 12 inches of bearer. Oh how the mighty have fallen. Yet, not all hope is lost. Still makes for super cool conversions, such as a Chaos warrior&#039;s banner, or heck even a Bloodletter&#039;s Bloodsoaked Banner. This is arguably stronger than before. It&#039;s effect is permanent, and once again, a Varghulf carrying this could zoom around, buffing everyone you need to buff. Free re-rolls means more CPs saved, and thus more Feeding Frenzies, or more summons or more Grand Court command abilities. Just make sure you position your Courtier to be where most of your charges will be made.&lt;br /&gt;
#&#039;&#039;&#039;Carrion Wand:&#039;&#039;&#039; Bearer can cast Arcane Bolt like a WIZARD. If he&#039;s already a WIZARD, basically if he has the Dark Acolyte command trait, add 1 to casting rolls for Arcane Bolt. Not amazing, but it&#039;s interesting, since you can use Arcane Bolts to snipe enemy characters. It&#039;s decent, though not that useful.&lt;br /&gt;
#&#039;&#039;&#039;The Fleshform Raiment:&#039;&#039;&#039; Subtract 1 from bravery of enemy units within 3 inches of bearer. A straight downgrade from the Grim Garland. In every single case, you should take Grim Garland over this. Abhorrants have access to larger bases, and the debuff is far more painful. However, if you still want this artifact, then you should probably take both this AND the Grim Garland. If you want the bravery bomb, then you pretty much HAVE TO COMMIT. Still not the most recommended choice.&lt;br /&gt;
#&#039;&#039;&#039;The Bilious Decanter:&#039;&#039;&#039; Wow. Once per battle, add 2 to the attacks of the bearer&#039;s melee weapons. It goes without saying, but Varghulfs benefit massively from this. They have the most accurate attacks, a ton of damage, good rend, and this just boosts it to ridiculous levels. Use Feeding Frenzy to get the most out of this baby. And it&#039;s still incredible on Haunter or Infernal Courtiers, who will definitely love the extra damage. &lt;br /&gt;
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====Mount Traits====&lt;br /&gt;
Similar to artifacts, you can pick one to give to your mounted ghoul kings. And for each battalion you have, you can pick another. Completely independent from artifacts, which is awesome. Designer&#039;s Commentary also confirms that these traits may be duplicated, unlike Artefacts of Power.&lt;br /&gt;
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&#039;&#039;&#039;TERRORGHEIST TRAITS: HERO mounted on Royal Terrorgheist only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039; This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Death Shriek, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually not bad. But relatively weak on a Terrorgheist, since most of his damage comes from his bite, which already does mortal wounds and has a TWO REND. A bit situational, since not many things have such a good save to warrant a -3 rend modifier. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Infested:&#039;&#039;&#039; When the monster dies, inflict 3 mortal wounds instead of D3 with the Infested ability. This is actually really good. A mounted king built for damage can swoop in the middle of the enemy, devastate them, explode and deal a ton of wounds. A very solid trait for Terrorgheists. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Gruesome Bite:&#039;&#039;&#039; Re-roll hit rolls with the Terrorgheist&#039;s Fanged Maw. This is almost always the best trait to pick. A 4+ rerollable is better than a 3+, significantly improving your accuracy. Plus, you can fish for more mortal wound hits, which is utterly terrifying. A must-pick to skyrocket your damage potential. &lt;br /&gt;
*&#039;&#039;&#039;Devastating Scream:&#039;&#039;&#039; Add 1 to the roll for Death Shriek. Not very strong, since it&#039;s only one extra wound. Overshadowed by the other traits here.&lt;br /&gt;
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Kings on Terrorgheists should usually prioritize Gruesome Bite, while Horribly Resilient and Horribly Infested are other great choices. The others are usually not that powerful, or are too situational. &lt;br /&gt;
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&#039;&#039;&#039;ZOMBIE DRAGON TRAITS: HERO mounted on Royal Zombie Dragon only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039;  This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Pestilential Breath, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually a good choice for your zombie dragon. Most of his damage comes from that brutal claws, and 2 rend on those is terrifying. He doesn&#039;t do mortal wounds like a Terrorgheist, so extra rend is honestly much more useful for him.&lt;br /&gt;
*&#039;&#039;&#039;Baneful Breath:&#039;&#039;&#039; Re-roll wound rolls for Pestilential Breath attacks. A very solid trait. Your accuracy is incredible, and you&#039;ll hit almost every single time. The biggest weakness of this is the unreliability of the damage D6. It&#039;s a decent choice.&lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Necrotic Fangs:&#039;&#039;&#039; Re-roll damage rolls for your Snapping Maw. Not bad. But given the bad hit-rolls of this weapon, it can be skipped since the hardest part is hitting in the first place. &lt;br /&gt;
*&#039;&#039;&#039;Death From The Skies:&#039;&#039;&#039; STEEL REEHN. Your Dragon can appear anywhere on the board at the end of the first movement phase. Actually a super good trait. Not for first-turn charges. But because your King can basically be where he is needed most. Maybe your Horrors are already getting stuck in, and need your king for the hit re-roll aura and the Malefic hunger buff? Or those Ghoul Patrol Crypt Ghouls are trying to charge and might need a Forward to Victory? There&#039;s a ton of possibilities with this trait, which gives you massive flexibility. &lt;br /&gt;
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Death From The Skies should be given first priority, while Razor-Clawed and Horribly Resilient are possible but worthy choices.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
==Lore of Madness==&lt;br /&gt;
&lt;br /&gt;
FLESH-EATER COURTS WIZARDS only. Each WIZARD gets one spell from this list. They can actually have multiple copies of the same spell, they just can&#039;t attempt it more than once in the same hero phase. Also, Courtiers with Dark Acolyte get spells from here, since they are wizards in a Flesh-Eater Courts army.&lt;br /&gt;
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*&#039;&#039;&#039;Bonestorm&#039;&#039;&#039; Casts on a 5. Roll a dice for each enemy within a foot, and on a 2+ they take a mortal wound. Decent enough as your second or third pick, and as a plus you get to yell out BONESTORM!&lt;br /&gt;
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*&#039;&#039;&#039;Spectral Host&#039;&#039;&#039; Casts on a 6. This one lets a unit within 12 fly. If it could already fly they can run and charge. Be still my unbeating heart, this one is amazing. Blisterskin flayers with an average threat range of 25 inch threat are really rather worrisome. Roll a 10 and it&#039;ll target 3 units. Neat. ( pairs well with the blisterkin command ability and any non flying units).&lt;br /&gt;
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*&#039;&#039;&#039;Monstrous Vigor&#039;&#039;&#039; Casts on a 5. A monster gets to pretend it isn&#039;t wounded. REALLY good in Gristlegore, but otherwise probably less good than the other options on the list.&lt;br /&gt;
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*&#039;&#039;&#039;Miasmal Shroud&#039;&#039;&#039; Casts on a 5. Roll 3 dice, for each 5+ you do a mortal to the target unit. If you roll a double they get -1 to hit. A triple they also get -1 to wound. Interestingly enough it doesn&#039;t HAVE to do mortals to nerf the unit, so on triple 1s they&#039;re still useless.&lt;br /&gt;
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*&#039;&#039;&#039;Deranged Transformation&#039;&#039;&#039; Casts on a 6. This one is... actually pretty good!. It adds a unit&#039;s wounds to their move, as long as it&#039;s less than 7 wounds. Suddenly a unit of flayers gets +4 move, and that&#039;s really rather cool. Similar to Spectral Host, and just like it, you can target 3 units if you roll a 10+. Very good, albeit situational compared to Spectral host. You need to build your list around this. Your Horrors and flayers will benefit a LOT from this. Gaining 4 inches move is no joke, and significantly increases your threat range. Deranged Transformation needs to be considered properly. Horrors will appreciate this the most, as you can now pick and choose your favored targets. &lt;br /&gt;
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*&#039;&#039;&#039;Blood Feast&#039;&#039;&#039; Casts on a 7, pick an enemy within 12 of the caster, and a friendly within 6 of that unit. D3 mortals to the baddies, d6 on a 10+. The friendly heals for 1 for each wound done, or if they only have 1 wound, aka ghouls, you can bring back that many dead dudes. Pretty solid spell, and a good way to keep your big scary dragons in fighting form!&lt;br /&gt;
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==Endless Spells==&lt;br /&gt;
&#039;&#039;&#039;Cadaverous Barricade:&#039;&#039;&#039; Casting value 5 endless spell that doesn&#039;t move, non-DEATH units within 3 inches of this model that start a move suffer a halved distance when making moves. This includes charges, runs, retreats, whatever. It&#039;s only 30points for a wall of bullshit that will make your opponent tear his hair out. Unfortunately, it doesn&#039;t affect Death units. However, bear in mind that this thing also gives cover to units being shot by ranged weapons, so long as the shot unit is within 1 inch of this spell, and if the attacker is closer to the wall than they are to the unit they&#039;re shooting. Remember. How much shooting do you actually have? Flayers, Terrorgheists, who do mortal wounds, zombie dragons, whose rend of -3 does not give a shit. So that pretty much never helps your opponent. Plus it has a longggg range of 24 inches. There are several ways to abuse this thing. Firstly, if your opponent is unfortunate enough to not be dead, a Cadaverous Barricade in the middle of his army will ruin his plans. Plus, you can also dump it in the middle of combats to deny pile in space for your opponent&#039;s scariest monsters and fighters, or block off units trying to claim objectives. Endless Spells are counted as friendly models, so you can only move through this if you can fly (or have some similar ability). You&#039;ll be making everything walk around the flimsy metal fence!&lt;br /&gt;
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&#039;&#039;&#039;Chalice of Ushoran:&#039;&#039;&#039;An endless spell that doesn&#039;t move, count the number of models slain within 12&amp;quot; (Not wholly within, and not units), at the end of each TURN, roll a number of dice equal to that count. For each 4+, heal 1 wound or return a model with a Wounds characteristic of 1 to any FLESH-EATER COURTS unit or model. This is the example of the perfect endless spell. It ties perfectly into our playstyle. Put in the middle of a huge scrum, and watch as this, combined with mustering, just brings back most of your army. It&#039;s still relatively cheap at 50pts, making it easy to slot into any list. Your opponent will do his utmost to dispel this, so you&#039;re probably only able to use it in your turn, but that means one less casting attempt for your opponent. Don&#039;t be afraid to dispel it yourself, though, if the fighting moves somewhere else, and you might need to relocate the Chalice. Remember, you can use it to heal multi-wound models like Horrors and Flyers, but you can&#039;t return a model. So for the sake of Nagash, bring ghouls if you want the most out of this. Ghouls drop like flies, so use it to heal either your ghoul units, or your stronger hammers, such as monsters, Horrors, Flayers, or your Courtiers. Don&#039;t always depend on whether your opponent&#039;s going to bring a horde to feed your damn chalice, just feed it yourself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpsemare Stampede:&#039;&#039;&#039;a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats (not equals) the unit&#039;s wound characteristic, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead. Very strong. Hordes will cry against this, and it even moves 14 inches and flies. While the enemy can certainly send it right back at you, if you have it go over his whole battleline, then he&#039;ll have to run it through his lines AGAIN to whack you with it, forcing him to move it away, which could endanger his backline if they&#039;re too close. Casting value of 7, making it annoying to dispel without buffs. Overall, an excellent choice. Plus, even if it does trample your guys, your guys have the sustain to tank it, the enemy doesn&#039;t. And it&#039;s not even expensive.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;FLESH-EATER COURTS&#039;&#039;&#039;. Apart from the Ghoul King (in all his variants), the Terrorgheist and the Zombie Dragon all the units also have the &#039;&#039;&#039;MORDANT&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
====Abhorrants====&lt;br /&gt;
&lt;br /&gt;
These are your typical leader Heroes. Each of them comes with a Command Ability and each is a wizard. Though none of them can use summoning magic as such, each Abhorrant variant can summon new units. Ghouls for the footslogger, Crypt Horrors/Flayers for the one on Terrorgheist, Courtiers for the one on Zombie Dragon and any of your choice for the Archregent. Thanks to the non-existence of summoning magic in this army, these Commands are the only way to set up entirely new units. Compare Commands and unique spells to find out which ones you want to have in your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Terrorgheist.pdf Abhorrant Ghoul King on Terrorgheist]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can grant a 5+ save-after-the-save to a Flesh-Eater unit and can summon new units of Crypt Flayers or Crypt Horrors. Other than that, it&#039;s a Wizard, it has a Command and it has three powerful melee profiles in addition to a dangerous not-a-breath-attack. Remember, his command ability has some serious utility. Flayers have a ranged attack, which while bad at long range, will do some damage. Horrors are not bad, and can divert your opponent&#039;s attention and effort from your mainline, even worse if they get a charge off. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Zombie_Dragon.pdf Abhorrant Ghoul King on Zombie Dragon]:&#039;&#039;&#039; This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Exactly what it says on the tin. Just like the variety on the Terrorgheist, this one here has some seriously powerful buffs. First of all, as a Command, he can summon new Courtiers OF ANY TYPE (who can then proceed to summon more foot soldiers). Then, his unique spell makes a 10&amp;quot; bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase. Both mounted Ghoul Kings are excellent choices, but eat points REALLY fast. This King&#039;s command ability is excellent. To put it simply; ALWAYS summon a Varghulf Courtier. He&#039;s a high damage fighter, who replenishes ALL your guys, is fast, and still gets a Look Out Sir! This summon should be used wisely, and can be used for multiple ways. Maybe an ambushing unit of ghouls needs a hero&#039;s Forward To Victory, or a Blisterskin Flayers unit wants a Feeding Frenzy buff but are too far. This can go a long way. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abhorrant Ghoul King:&#039;&#039;&#039; Not that murderous when compared to a Vampire Lord in terms of killing power, but absolutely amazing when compared to the average Wizard. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Varghulfs terrifying, but if you cast this on a Ghoul King on Terrorgheist, he&#039;ll pluck whole units apart by himself. Another thing that needs to be addressed is that a Ghoul King is a fucking cockroach. 6 Wounds at a 4+ save and a regeneration of D3 Wounds a turn means the enemy either dedicates entire war machine salvos to kill this guy or he&#039;ll be good as new two turns later. Sure he can&#039;t go toe-to-toe with an Ironjaws Megaboss (who can?), but he&#039;ll survive stuff that could easily overkill most other buffers and wizards. His command ability seems weak, but can be very strong in Morgaunt. 10 Ghoul units get an extra attack if close enough to a Courtier, significantly increasing their damage output. Furthermore, these units can claim objectives and just be incredibly annoying. Plus it&#039;s free if used closeby the Charnel Throne. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abhorrant Archregent:&#039;&#039;&#039; Essentially a souped-up footslogger Ghoul King. Has an extra wound and attacks, but his major advantage over the vanilla one is his magic, with the ability to cast an extra spell and a variant of the Ghoul King&#039;s spell that grants d3 attacks. Also heals a flat three wounds per turn. He also combines the summoning abilities of all the different Abhorrent Ghoul Kings. He can either summon a unit of 20 Ghouls, 3 KNIGHTS or a Courtier. This adds a degree of flexibility mid-game. If you take one, place him close to the (free) charnel throne to use his summon ability without paying a CP. Remember, he is NOT a dedicated fighting hero, but he can do some work. Try not to risk him in melee. His support value is just too good. He&#039;s basically a direct upgrade over a foot Ghoul King. And don&#039;t forget, he can regenerate 3 wounds. The Ghoul King&#039;s a cockroach? Fuck that noise. This guy will never die unless your opponent truly commits to murdering him off the board. Remember, his command ability is crazy versatile. Use it wisely, according to the situation at hand.&lt;br /&gt;
   *Also, remember that as his spell and the normal foot Ghoul King&#039;s are different, they stack.  A potential 4 extra attacks on a unit is ruinous, especially with feeding frenzy.&lt;br /&gt;
&lt;br /&gt;
====Courtiers====&lt;br /&gt;
&lt;br /&gt;
Courtiers are more support Heroes and beatsticks, not proper leader types and thus come without any Command Abilities or magic. What they do is still very important though, as of they can Resurrect Slain Models, as of second edition. Keep in mind though that they cannot set up new units, only the Ghoul Kings can do that. This is not to say your Courtiers are less important though as they can, for example, add Ghouls to a unit until it gets its Battalion Strength back. As they don&#039;t have the Monster Keyword despite appearances, they all benefit from Look Out Sir.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Varghulf_Courtier.pdf Varghulf Courtier]:&#039;&#039;&#039; The most versatile of all the courtiers - The Varghulf flies, has a 10&amp;quot; move and a bunch of strong attacks with more if it&#039;s in melee with ten or more models. This courtier is at it&#039;s best supporting your knights and serfs against chaff and mass battleline - with the aforementioned attacks bonus, Feed on Dark Magic, and Feeding Frenzy (not to mention artifacts to bump up it&#039;s attack potential), you are looking at an excellent battleline buster. Don&#039;t let him get into combat with tough hammer units or heavy hitting monsters - 8 wounds and a 5+/6++ save goes far too quickly. It heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell within 18&amp;quot; of him (Feed on Dark Magic). Oh, and unlike other courtiers, he can muster Flayers, Horrors and Ghouls. An excellent summoning choice - summon it in near units in combat at the table edge, in range for Feeding Frenzy, or place it range to support mass Ghouls - a very versatile part of the FEC army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghast_Courtier.pdf Crypt Ghast Courtier]:&#039;&#039;&#039; A teeny tiny Ghoul champion upstart. That&#039;s what he is. He has a bunch of weak attacks and is still somewhat fragile for a Hero, with 4 Wounds and a 5+ save, similar to a Grot. His real use is in resurrecting, on average, 5 Ghouls per Hero Phase (yes, that means you can heal Ghoul units back to the point where their size-bonus activates) and he makes them stronger if he personally kills an enemy. Only use this as a last resort, though, as his reviving is superb and he&#039;s too fragile to risk in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Haunter_Courtier.pdf Crypt Haunter Courtier]:&#039;&#039;&#039; A slightly stronger Crypt Horror champion who can summon more of his flunkies. That last part alone is already cool, as Crypt Horrors are very powerful, but the fact that the Courtier is strong in melee and regenerates should not be forgotten. If he is your general, Crypt Horror Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;; With AOS2 making it so everyone can use Command Abilities, you won&#039;t feel that you&#039;re losing something when you make him your general. The Gutbusters Gorger model will make for a perfect Crypt Haunter Courtier if you don&#039;t want to go the conversion/special paintjob route.  Equip him with a high-rend weapon from Malign Sorceries and keep near an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; for rerolls to hit and he&#039;ll destroy almost anything he comes up against.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Infernal_Courtier.pdf Crypt Infernal Courtier]:&#039;&#039;&#039; Blessed with everything a Crypt Flayer needs to be good. 5 attacks with 2 damage already make him as good as a small squad of normal Crypt Flayers and instead of a milquetoast Bravery-scream, he breathes fire. This guy is an absolute powerhouse AND he can Resurrect Crypt Flayers. If he is your general, Crypt Flayer Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hollowmourne===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duke Crackmarrow:&#039;&#039;&#039;added to the game Beastgrave not too much ago, you have to take this guy and his band (the grymwatch that we will analyze later) for 120 points. While those bands usually suck when used into normal battles, this guys are really good in what they do. The Duke had a fine weapon, the halberd (2&amp;quot;,3A,3+,3+,-1,2D) who make him a good hero killer, but a really terrifying monsters killer, adding one to his damage if he attack monster. If you play him into a Flesh-eater court army, you add many ways to give him extra attacks with spells and also make him attack again. Don&#039;t get fooled, if rightly buffed this guy can take down many monsters in one turn. Also, he can easily Resurrect his companion, rolling six dices and for every 2+ Resurrect a model. This mean that you will probably refill the unit even if just a guy survived. Note also that you can use them in every army as mercenary, and this isn&#039;t such a bad idea.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
Unlike their unit entries in Grand Alliance: Death, the Flesh-Eater Courts cannot use summoning magic as their warscrolls kept the summoning spells on them or have the Summonable Keyword. Not to fear though, you can still pile heaps of new models onto the table with this army.&lt;br /&gt;
&lt;br /&gt;
====Serfs====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghouls.pdf Crypt Ghouls]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039; Your basic infantry and not too shabby, all things considered, especially since just about everything in this army either makes these little guys better or allows you to toss more of them onto the board. They get two attacks each with a third if the unit&#039;s big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of &amp;lt;s&amp;gt;cover and&amp;lt;/s&amp;gt; Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;grymwatch:&#039;&#039;&#039; [disclaimer! They aren&#039;t serf, but being basically different ghouls i put them here for make my work easier] at a first look this guys are the looser version of the ghouls. 5 of them attack with bone weapons (1&amp;quot;,2A,4+,4+,/,1D) and the bats with their fangs (1&amp;quot;,d6A,4+,4+,/,1D). Their attacks are quite bad indeed, but then you read their abilities and everything change. This guy&#039;s weapons deal 2 damage instead of one on Monsters. You are probably playing them in a Flesh-eater army, so there are many ways to get extra attacks and attack twins in combat phase. This guys then turn into a really good unit of monsters slayer, with the only downside of don&#039;t have rend at all. Also, their second ability is to take wounds at a 4+ instead of their hero, the Duke. Consider to use them as a health bar, because only the Duke is a incredible monsters slayer all of his own.&lt;br /&gt;
&lt;br /&gt;
====Knights====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Horrors.pdf Crypt Horrors]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Haunter Courtier is your General. Simply put, Crypt Horrors are Ogre equivalents. 4 Wounds, 5+ save. 3 attacks with no Rend and 2 Damage each. You know, the usual. These here also regenerate and get rerolls To Hit if a Ghoul King is nearby, thereby eliminating their only real weakness. Take this first. Flayers are also useful, but more gimmicky skirmishers compared to the powerful sledgehammers the Crypt Horrors are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Flayers.pdf Crypt Flayers]:&#039;&#039;&#039; &#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Infernal Courtier is your General. Their melee profile is the same as that of Horrors with one more attack, but with only damage 1 and rend and the chance to inflict mortal wounds. Then you see that they have a scream attack that inflicts mortal wounds equal to the bravery they beat on a 2d6(-2 on the roll if not within 3&amp;quot; of the target). Then you finally realize they&#039;re not meant to be powerhouses. They&#039;re harassers and tarpits, just like Razorgors for the Beastmen and are very useful when summoned via Command Ability, because they are fast enough to close the distance quickly. Oh, and you need these because the Crypt Infernal Courtier, aka the second-best Courtier, summons them.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
&lt;br /&gt;
Unlike the versions in Grand Alliance: Death, the warscrolls for this army actually have the Flesh-Eater Courts keywords and are thus susceptible to the awesome buffs you dish out. Never forget that, as it gives you an enormous edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Terrorgheist:&#039;&#039;&#039; It&#039;s powerful, with its Shriek being downright terrifying. &amp;lt;s&amp;gt;3D6 minus Bravery mortal wounds, eh? That&#039;ll halve a Liberator unit on average.&amp;lt;/s&amp;gt; Unfortunately, someone at GW noticed just how powerful this was and now it&#039;s 6+D6 minus Bravery Mortal Wounds. And while this has dramatically cut down on the maximum damage, it has also made it much more reliable. They also decided to make the Terrorgheist&#039;s regeneration dependent on having a Ghoul King of any kind close by, but in exchange they gave it a better 4+ save and even stronger attacks than before. It also explodes into a bunch of mortal wounds when it dies, which can make your opponent hesitate to finish it off, at which point it will regenerate and eat his sorry ass. In short, a Terrorgheist has the works: High flying Move, lots of wounds with a good save, very high damage, a dangerous shriek and if run alongside a mounted Ghoul King, great regen.&lt;br /&gt;
**This is Battline if you&#039;re playing Gristlegore. Just show up to a 2000 point game with 7 models on the table and smile at your opponent.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Zombie Dragon:&#039;&#039;&#039; Don&#039;t. Scroll way up. Play this thing with the Ghoul King on top. Seriously, the Ghoul King adds so much to this thing it isn&#039;t funny. As in, another melee profile, powerful regeneration, magic and a Command Ability.&lt;br /&gt;
**Except in the case of Gristlegore when this thing becomes Battleline. BATTLELINE DRAGONS. It&#039;s like the weird lovechild of Beastclaw Raiders and Order Draconis!&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Scenery_Charnel_Throne.pdf Charnel Throne]:&#039;&#039;&#039; Gives +1 bravery to Flesh-Eater units within 1&amp;quot; and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent is within 1 inch of it (Recommended to sit on the throne itself for badass points) they get to use their summoning command ability for free. This doesn&#039;t apply to the mounted Ghoul King command abilities, so no cheesing. While it seems shit at first glance, there&#039;s actually gold  hidden in that pile of shit. Using command abilities for free is incredible, because those saved Command Points WILL add up to a TON of points, which means a LOT of Feeding Frenzies and other command abilities over the whole game. The other effects rarely come up due to how aggressively the Flesh-Eater Courts play, but could be useful. And remember, that Charnel Throne? That big, ostentatious and grand chair? It&#039;s denying space to that tree-humping Sylvaneth bastard, so you can go ahead and kiss your throne and thank it for watching your ass.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===Royal Family===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, Abhorrant Ghoul King on Royal Terrorgheist or an Abhorrant Ghoul King on Royal Zombie Dragon and between 2 and 6 Abhorrant Ghoul Kings&#039;&#039;&#039;&#039;&#039; (Min: 560; Max: 1400)&lt;br /&gt;
&lt;br /&gt;
Your basic leader Battalion buffs nearby Courtier muster abilities. Really only useful for larger games or an elite focused army. If you have a bunch of the old Strigoi Ghoul King models lying around, by all means, play it.&lt;br /&gt;
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===Attendants at Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier and two units of Crypt Horrors&#039;&#039;&#039;&#039;&#039; (Min: 550; Max: 1510)&lt;br /&gt;
&lt;br /&gt;
A very nice formation. Their reroll To Hit abilities, which normally hinge on a Ghoul King being close by, are now always active in this Battalion. &lt;br /&gt;
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===Deadwatch===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Crypt Infernal Courtier and 3 units of Crypt Flayers&#039;&#039;&#039;&#039;&#039; (Min: 740; Max: 2270)&lt;br /&gt;
&lt;br /&gt;
Slightly bigger Battalion but worth it, as it allows one unit to pile in and attack in your Hero Phase as well as in the Combat Phases. Turns their decent attacks into terrifying attacks.&lt;br /&gt;
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===Abattoir===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier, two units of Crypt Horrors and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 660; Max: 1880)&lt;br /&gt;
&lt;br /&gt;
Roll a D6 for every enemy &#039;&#039;model&#039;&#039; within 3&amp;quot; of any model from this battalion at the end of the combat phase. On a 6, their unit takes a Mortal Wound. That&#039;s a lot more chance to mortal wounds than it was previously as you&#039;ll rolling in both your turn and your opponent&#039;s, plus it can trigger the same turn you charge into combat.  This is, again, in addition to any other damage they will do during the game.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Patrol===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier and 3 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 540; Max: 1320)&lt;br /&gt;
&lt;br /&gt;
Lets any unit from the battalion outflank. In your first movement phase, you must set them up within 6&amp;quot; of &#039;&#039;any&#039;&#039; table edge. &lt;br /&gt;
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===King&#039;s Ghouls===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier, a unit of Crypt Horrors and 2 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 600; Max: 1600)&lt;br /&gt;
&lt;br /&gt;
Only lets you ignore battleshock while close to the Courtier now, which may not last long unless you can hide it (behind the Horrors for example).  But with command points being so useful now, it may be worth it for the Inspiring Presence saving.&lt;br /&gt;
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===Royal Mordants===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 710; Max: 1960)&lt;br /&gt;
&lt;br /&gt;
In your hero phase, one unit from the battalion wholly within 16&amp;quot; if the Varghulf may make a normal move.  Watch your Crypt Flayers fly from one end of the board to the other in one turn :-)&lt;br /&gt;
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===Royal Menagerie===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 or more Royal Terrorgheists or Royal Zombie Dragons in any combination&#039;&#039;&#039;&#039;&#039; (Min: 1020; Max: no max)&lt;br /&gt;
&lt;br /&gt;
Each model may heal D3 wounds if they are within 5&amp;quot; of any other model from the battalion.  Keep an ABHORRANT nearby and your Terrorgheists will be healing 2D3 wounds in each of your hero phases!&lt;br /&gt;
Also, Designer&#039;s Commentary has stated that &#039;&#039;&#039;GRISTLEGORE&#039;&#039;&#039; monsters that are Battleline are NOT Behemoths, so there really is no limit to how big this battalion can be.&lt;br /&gt;
&lt;br /&gt;
===Cannibal Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 of each of the following battalions: Royal Family, Attendants at Court, Deadwatch, Abattoir, Ghoul Patrol, King&#039;s Ghouls, Royal Mordants and Royal Menagerie&#039;&#039;&#039;&#039;&#039; (Min: 5730; Max: )&lt;br /&gt;
&lt;br /&gt;
For the filthy rich.  If your general is an Archregent or Ghoul King from this battalion, it also has the command abilities of any other units from this battalion.  Really nothing to write home about, as this basically means they will have one extra summon of 10 ghouls during the battle. Whoo.&lt;br /&gt;
&lt;br /&gt;
===King Vlagorescu&#039;s Ghoulish Host===&lt;br /&gt;
&#039;&#039;Found in the King Vlagorescu&#039;s Ghoulish Host box.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Ghoul King on Terrorgheist, a Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
&lt;br /&gt;
The same reform ability the Royal Mordants get and more interestingly the entire Battalion has a chance of piling in and attacking in your Hero Phase.&lt;br /&gt;
&lt;br /&gt;
===Flesh-Eater Courts Royal Hunt===&lt;br /&gt;
&#039;&#039;Found in Flesh-Eater Courts Starter Kit&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&#039;1 Ghoul King on Terrorgheist, 1 Unit of Crypt Horrors, 1 Unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
+1 to attacks by any model of the hunt in 10&amp;quot; of King - No obvious Battalion cost at this stage&lt;br /&gt;
&lt;br /&gt;
===The Arcasanctorian Guard===&lt;br /&gt;
&#039;&#039;Found in Carrion Empire&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, a unit of 3 Crypt Flayers, a unit of 3 Crypt Horrors, and a unit of 20 Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min:840 ; Max:840)&lt;br /&gt;
&lt;br /&gt;
Units from this Battalion reroll failed charges and don&#039;t take battleshock. For 110 points, in addition to the exacting unit size restrictions, this is utter garbage.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
Just buy two Start Collecting! boxes to start. That&#039;s it, you will get 20 Ghouls, a practically obligatory big monster, three Crypt-ids and a Courtier of your choice, there you have an 900 points army, excluding the additional big monster, which you could use to make a Vampire Lord on Zombie Dragon and a Ghoul King on foot (this last guy will fill your 100 points army perfectly) and two spared Crypt models. Here you have enough saving to buy yet another SC! box, mainly for the extra Ghouls and Crypt guys. From there, you can freely go crazy.&lt;br /&gt;
&lt;br /&gt;
The new nightfeast hunter box is a good deal as well! 20 Ghouls and 3 Crypt for $65 US. Though at this point, the Start Collecting! Box is only a little more, and you&#039;ll get the Terrorgheist, but only ten ghouls.&lt;br /&gt;
&lt;br /&gt;
If you chose the Terrorgheist, a good next step would be three boxes Crypt Horrors. Build one as a Crypt Haunter Courtier and the other eight as Crypt Horrors. This supplies you with an Abattoir Battalion, some Crypt Ghasts and a big monster-riding general.&lt;br /&gt;
&lt;br /&gt;
If you chose the Zombie Dragon, you may want to add some Crypt Flayers instead. Have your general summon a new Crypt Infernal Courtier every turn and have them summon Crypt Flayers until all your models are in play.&lt;br /&gt;
&lt;br /&gt;
If you chose to build the foot-slogger, get another such kit asap, build both monsters as Terrorgheists and put the second Ghoul King on the second bat, since normal Terrorgheists profit massively from having a Ghoul King on monster along for the ride.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Royal&amp;quot; Air Force===&lt;br /&gt;
For competitive play (2000pts) try this list, I&#039;ve played several battles (vs order and chaos armies) and still have to find this armies adversary.&lt;br /&gt;
&lt;br /&gt;
 - Battlescroll: Deadwatch&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   9 Crypt Flayers&lt;br /&gt;
   1 Crypt Infernal Coutier&lt;br /&gt;
 - Abhorrant Ghoul King on Terrorgheist&lt;br /&gt;
 - Varghulf Coutier&lt;br /&gt;
&lt;br /&gt;
This army is fast, all of them fly, regenerates units (flayers) and is full of possible mortal wounds dealing which are quit the deal.&lt;br /&gt;
Normal set up would be the 9 flayers in the middle with the 6 flayers each covering its flanks.&lt;br /&gt;
the Infernal (who has to be the general in order to make flayers battleline) and the varghulf hug each other and if possible cover behind the 9 flayers for adding losses. The Abhorrant Ghoul King on Terrgheist can be used for support on a flank though keep him close to the frontline for his delicious spell for 5++ save against all kinds of (mortal)wounds. Now with the Deathless minions rules you get for having the Death Allegiance from the Generals Handbook &amp;lt;s&amp;gt;(actually, because you have to have the Flesh-Eater Courts allegiance in order for Flayers to be Battleline, you can&#039;t use any of the Death allegiance abilities, you can only pick one allegiance)&amp;lt;/s&amp;gt;(see General&#039;s Handbook FAQ)(See Also, the thing in the actual Flesh-Eater Courts allegiance concerning Mortal Wounds), you&#039;ll have a 6++ (5++ if you choose or roll that one command trait for your general) save against wounds and mortal wounds. Enjoy your &#039;&#039;&#039;9 flayers with 5+, 5++, 6++/5++&#039;&#039;&#039; with casualty replenishment for each &#039;&#039;&#039;5+ on 12 dice&#039;&#039;&#039; all the while they deal wounds and mortal wounds &#039;&#039;&#039;both in close combat and your hero phases&#039;&#039;&#039;! I&#039;ve seen them tear down Alarielle due to volumes of attacks and those delicious mortal wounds. Watch out for negative modifiers against your flayers (they&#039;ll lose the mortal wounds on 6s when they have a -1 to hit) and protect your Infernal and Varghulf!&lt;br /&gt;
&lt;br /&gt;
Beware though, Deadwatch has been massively nerfed, since now only 1 unit of Flayers can attack per hero phase. Don&#039;t let it stop you from playing this, but it&#039;s definitely weaker than it used to be.&lt;br /&gt;
&lt;br /&gt;
===One SC Army===&lt;br /&gt;
&lt;br /&gt;
Actually you can get your first 980 pts army with one &amp;quot;SC&amp;quot; box and &amp;quot;Endless Spells&amp;quot; box:&lt;br /&gt;
&lt;br /&gt;
Just build your Crypt guys as Crypt Haunter Courtier and Crypt Infernal Courtier. Also you can build your Crypt Ghast Courtier whith reamining parts and some green stuff. Choose Gristlegore Grand Court and take your Ghoul king and Terrorgheist separately.&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
Leaders:&lt;br /&gt;
 - Abhorrant Ghoul King(160pts)&lt;br /&gt;
 - Crypt Ghast Courtier(60pts)&lt;br /&gt;
 - Crypt Haunter Courtier(120pts)&lt;br /&gt;
 - Crypt Infernal Courtier(120pts)&lt;br /&gt;
Units:&lt;br /&gt;
 - 10 Crypt Ghouls(100) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Behemoths:&lt;br /&gt;
 - Gristlegore Royal Terrorgheist(300pts) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Endless spells:&lt;br /&gt;
 - Chalice of Ushoran(50pts)&lt;br /&gt;
 - Corpsemare Stampede(70pts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total points&#039;&#039;&#039;:980&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*The logical choice for allies would, of course, be other Death units. You can only ally &#039;&#039;&#039;Deadwalkers&#039;&#039;&#039;, &#039;&#039;&#039;Deathlords&#039;&#039;&#039; and &#039;&#039;&#039;Deathmages&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Corpse Carts and Mortis Engines provide solid allies that boost your casting, which is crazy good for Flesh-Eaters who rely a LOT on magic. Mortis Engines are probably best, since they are tough, boost casting, can deal lots of mortal wounds and can heal your guys. Corpse Carts are a little squishy and don&#039;t do much other than buff Deadwalkers units, which you have little use for.&lt;br /&gt;
&lt;br /&gt;
*Dire Wolves are decent, being relatively fast. HOWEVER, they synergize not even a little bit with your guys, so try not to use them. Zombies are pretty meh, as they require you to commit a lot of resources into making them work, while your ghouls work so much better with your army. &lt;br /&gt;
&lt;br /&gt;
*You&#039;ve got access to the Mortarchs too. Out of all of them, Arkhan is probably best. Mannfred is expensive as hell, and has little utility since he&#039;s mostly a magic and combat beatstick, which isn&#039;t what your army really needs. Neferata is decent, but then you&#039;d be pissing off Ushoran, although her Twilight&#039;s Allure command ability and her unique spell is solid support. Arkhan is best because he&#039;s not too expensive, and can cast your Flesh-Eater spells, if he&#039;s close enough to your wizards, while having a boosted unbind/casting roll. Sure, he&#039;s not gonna do much damage in combat like Mannfred, but who needs to when you have Curse of Years? &lt;br /&gt;
&lt;br /&gt;
*Morghast Archai and Harbingers are decent, but once again, they have little synergy with your army. They&#039;re not bad for anti-armor though, especially those sweet 2 rend halberds, which can help cover your lack of armor piercing. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t use a Necromancer. Just don&#039;t. None of his keywords work with yours. The Mortis Engine, however, is just plain great. &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; Give your Ghoul Kings some proper horseback knights to work with.&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; The only time it is okay to use a Necromancer. He gives an extra attack to nearby skeletons and zombies.&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Field these units as your mercs and Nagash will laugh away his sides at your utter stupidity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Sylvaneth&amp;diff=37992</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=37992"/>
		<updated>2019-11-04T12:27:27Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Allied Armies */&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.&lt;br /&gt;
For we live between the Elite Armies of the Everchosen and hordes of Death and Destruction, 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).&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 also 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;
*We are 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;
*We are Groot.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Sylvaneth Battletome&#039;&#039; 2019 version has all the Warscrolls, Battations, Allegiance Abilities and Matched play points&lt;br /&gt;
*This should be supplemented with the Sylvaneth &#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;
*Alternatively up to date warscolls (in the new style) can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the &#039;&#039;Sylvaneth Battletome&#039;&#039;.&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 2018&#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;
==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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
==={{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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
{{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. Sounds great for Alarielle, but very restrictive getting her into position to benefit.&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;
&lt;br /&gt;
==={{color|#01bbe3|Artefacts}}===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Weapons Of The Glades}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==={{color|#01bbe3|Spell Lore}}===&lt;br /&gt;
&lt;br /&gt;
All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing, plus they can take a spell from the Deepwood Spell Lore.&lt;br /&gt;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#039;&#039;&#039;{{color|#01bbe3|Deepwood Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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/unbind, 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 good on a Branchwraith to help her get the Dryads out more consistently.  &#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 with 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. &#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).  &#039;&#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. &#039;&#039;Completely rewritten, used to move a wood 2D6.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==={{color|#01bbe3|Endless Spells}}===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
*&#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 D6 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;
**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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Dreadwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Gnarlroot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#4c741c;&amp;quot;&amp;gt;Heartwood&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#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 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 Kurnoth-ish choice. The CA overlaps with the Artefact and the Trait fits a suicide bomber - the best target would be the Arch-Revenant (who already gives rerolls of 1 to Kurnoth Hunters), but you don&#039;t want to just throw away 100 points. Strange.  However, if you use the Arch-Revenant near close combat hunters on the front lines, and held the great bow hunters back near another hero like a Branchwych with the artefact, you could benefit from both reroll abilities.&lt;br /&gt;
&lt;br /&gt;
===&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 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.&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 across your whole army is super deadly. Even better when the Arch-Revenant increases the number of attacks.&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. &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.&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; (660pts). 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;
**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). Sadly she&#039;s gone up from 600 points, still probably worth the points given she was ridiculously cheap before.&#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;
**&#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 (7+) 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 a backline Wyldwood churning out dryads as it also makes the lady harder to hit in addition to raising her Save like normal cover.&lt;br /&gt;
**Consider giving your wraith anything that bumps the spell cast to try and guarantee a whole 100pts of Dryads every turn.&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. 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.&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; (340pts) 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;
**He also adds 1 to the Bravery of friendly Sylvaneth.&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; (300pts). 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 to &#039;&#039;guaranteed&#039;&#039; second wood out on your first turn. Note this is once per game, not once per Ancient per game.&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, but at 300 points he&#039;s actually fairly expensive for what you actually get out of him, and possibly works best in 1000point 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;
**Buffs Kurnoth Hunters within 12&amp;quot; of herself, allowing them to re-roll hit rolls of 1.&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 ranged or regular Kurnoth Hunters - either way, the following phase would really hurt your opponent.  &amp;lt;i&amp;gt;Actually, this is used in the combat phase and only effects melee weapons, so no shooting bonus.&amp;lt;/i&amp;gt;&lt;br /&gt;
**Sadly currently only available in the instantly sold out Looncurse box. If you&#039;ve not got one you&#039;ll have to wait for a while or get scalped on ebay.&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.&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;
&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; (200pts) &#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;
**Over the year this guy has seen as much battlefield usage as the Spite Revs, but now they are as cheap as a unit of Kurnoths. While the Kurnoths are arguably better in a casual play scenario, you &#039;&#039;might&#039;&#039; get more out of these with the stomp and wood teleporting.&lt;br /&gt;
**&#039;&#039;2019 Differences: Stomp has improved from just causing -1 to hits, impale has been simplified. And down from 240 points!&#039;&#039;&lt;br /&gt;
*** Not sure I&#039;d class the stomp change as a straight improvement.  It can only affect one unit now, and -1 to hit could be horrible, especially if combined with an artefact that did the same thing.&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;
&#039;&#039;2019 Differences: Sadly this 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;
&#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 (460pts min -&amp;gt; 800pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units locked in combat with the Household cannot retreat.&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 (860pts min -&amp;gt; 1,860pts max)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For every enemy within 6&amp;quot; of 2+ Treelords, roll a dice, on a 2+ they get D3 mortals.&lt;br /&gt;
&lt;br /&gt;
Now only 60 points (down from 100!). Maybe now someone will play this.&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. Remember that Spites lower enemy bravery too.&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 5000 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;
====Behemoth Spam====&lt;br /&gt;
With the cost reductions to Spite-Revenants and Treelords, you can easily fit 5 Behemoths into an army for a Monster Mash. While they&#039;re not Keepers of Secrets or Bloodthirsters, there might be something to this.&lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf&lt;br /&gt;
* Battalion: Outcasts&lt;br /&gt;
* Alarielle&lt;br /&gt;
* Drycha Hamadreth&lt;br /&gt;
* Treelord Ancient (General, Frozen Kernel, Regrowth)&lt;br /&gt;
* Branchwraith (Acorn of the Ages, Throne of Vines)&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* 5 Spite-Revenants&lt;br /&gt;
* Treelord&lt;br /&gt;
&lt;br /&gt;
Total: 1980 pts&lt;br /&gt;
&lt;br /&gt;
====Dryad-based List====&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. Their Battalion synergizes pretty well with one of the better Groves, Harvestboon, letting you retreat from combat and charge right back in with the rerolls.&lt;br /&gt;
&lt;br /&gt;
* Grove: Harvestboon or Winterleaf&lt;br /&gt;
* Battalion: Forest Folk&lt;br /&gt;
* Drycha Hamadreth&lt;br /&gt;
* Treelord Ancient (General, Grove artefact)&lt;br /&gt;
* Branchwraith (Acorn of the Ages, Throne of Vines)&lt;br /&gt;
* 30 Dryads&lt;br /&gt;
* 30 Dryads&lt;br /&gt;
* 10 Dryads&lt;br /&gt;
* 6 Kurnoth Hunters (Greatswords)&lt;br /&gt;
* Chronomatic Cogs&lt;br /&gt;
* Soulsnare Shackles&lt;br /&gt;
&lt;br /&gt;
Total: 2000 pts&lt;br /&gt;
&lt;br /&gt;
Can also run under Winterleaf, exchanging the 4 decent perks of Harvestboon for the Winterleaf artefact and exploding 6s.&lt;br /&gt;
&lt;br /&gt;
The Kurnoths can be ran as a unit of 6, benefitting more from the Winterleaf artefact (and potentially realm buffs), in exchange for more Battleshock vulnerability, 1 less attack overall and fewer Trample mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Spite-Revenant Buffs====&lt;br /&gt;
A max size unit of Spite-Revenants costs 200 points. As much as 20 Dryads (though still less efficient per wound than blocks of 30). Outcasts is also really cheap. Winterleaf gives the spooky trees exploding 6s now, too, and they have a LOT of attacks. &#039;&#039;&#039;The&#039;&#039;&#039; Spite Grove, Dreadwood, gives more mobility in exchange for less killing power.&lt;br /&gt;
&lt;br /&gt;
* Grove: Winterleaf or Dreadwood&lt;br /&gt;
* Battalion: Outcasts&lt;br /&gt;
* Treelord Ancient (General, Grove artefact, Regrowth)&lt;br /&gt;
* Drycha Hamadreth&lt;br /&gt;
* Branchwraith (Throne of Vines)&lt;br /&gt;
* Branchwraith (Acorn of the Ages, The Dwellers Below)&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* 20 Spite-Revenants&lt;br /&gt;
* Chronomatic Cogs&lt;br /&gt;
* Soulsnare Shackles&lt;br /&gt;
&lt;br /&gt;
Total: 1600 pts, leaving you with a few options for a little extra punch, be it 2 Treelords, 6 Kurnoths (give them the Greatswords) or even 6 Morrsarr Eels.&lt;br /&gt;
&lt;br /&gt;
This will cost you [[Games Workshop|about as much as a real forest]], with the Spite-Revenants coming in boxes of 5 and Looncurse already gone from everywhere but Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&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 no forests (for better and worse).&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:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33703</id>
		<title>Age of Sigmar/Tactics/Order/Daughters of Khaine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33703"/>
		<updated>2019-11-04T12:21:26Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Allied Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
&lt;br /&gt;
==Why play Daughters of Khaine?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* Almost all of them are [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis (except the Doomfire Warlocks and Avatars of Khaine, but they&#039;re not mandatory units).&lt;br /&gt;
* You like the idea of playing an army of bloodthirsty, fanatical murderers but don&#039;t like Khorne.  &lt;br /&gt;
* With the right unit choices your army is exclusively [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis! &lt;br /&gt;
* Some of the best melee in the setting; offensively they can rival the [[Stormcast Eternals|Sigmarines]], [[Flesh-Eater Courts|crazy cannibals]] or the [[Khorne Bloodbound|Khorne Flakes]] in combat.  &lt;br /&gt;
* They&#039;re a jack-of-all-trades able to fight in every phase with melee, shooting, magic, decent movement and bravery shenanigans.  &lt;br /&gt;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* A monster that DOESN&#039;T GET LESS EFFECTIVE IF IT TAKES WOUNDS (that also double as a giant angry statue of their god).&lt;br /&gt;
* Plenty of movement tricks.  Your basic troops (Witch Aelves and Sisters of Slaughter) have the ability to run and charge with only a musician, everything else except the heroes and Cauldron of Blood/Bloodwrack Shrines have movement 8-14, you can reroll 1s to run turn 1, 1s to charge turn 2, plus Deep Striking Khinerai, Khailebron&#039;s deep striking ability and Lore of Shadows spells that boost movement.&lt;br /&gt;
* The new rules for shooting at characters give the enemy -1 to hit unless the target is a monster. Think the Cauldron of Blood or the Bloodwrack Shrine would count? Nope, they&#039;re not Monsters. Keep them close to a unit and watch them get to combat unmolested.&lt;br /&gt;
* The Cauldron of Blood, with the right combination of relics, Command Traits and prayers is straight busted, coming in with a nightmarish amount of damage output both in shooting and close combat, powerful support abilities and the ability to heal itself through multiple avenues for 300-330 points.&lt;br /&gt;
* Did I mention all of the [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis?&lt;br /&gt;
*You want to win. As simple as that.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* These chicks are almost as naked as the fyreslayers, but they dont have fancy runes or 2 wounds to tide them over. Apart from their 6+ fanatical faith save, they have the usual Glass Cannon problem of being flimsy.  Our Infantry has a 6+ Save, and the other units - apart from Morathi - are softer than their equivalents in other armies unless you make the right choices (such as Hagg Narr and/or throw in a Cauldron).&lt;br /&gt;
* They are rather expensive to collect in dollars, and even spending lots of money on models can still leave you with a comparatively low model count.&lt;br /&gt;
* Their shooting is limited and overall mediocre.&lt;br /&gt;
* They do not play well with others. If you&#039;re playing Daughters of Khaine, you&#039;re playing them in a Daughters of Khaine Allegiance army. They are incredibly reliant on their faction abilities to turn them from a bunch of expensive fragile units with some pretty good close combat into a unified army with some of the most brutal close combat in the game. You can ally other stuff into them, don&#039;t ally them with other stuff. (Again not true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Daughters of Khaine Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Daughters of Khaine &#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 updated in the General’s Handbook 2019. &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;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.&lt;br /&gt;
;Blood Rites : The fantasy variant of &amp;quot;Power From Pain&amp;quot;. Every turn your units get a brand new special rule that stacks for the rest of the game.&lt;br /&gt;
:#&#039;&#039;&#039;Quickening Bloodlust:&#039;&#039;&#039; Reroll run rolls of 1.&lt;br /&gt;
:#&#039;&#039;&#039;Headlong Fury:&#039;&#039;&#039; Reroll dice rolls of 1 when charging.&lt;br /&gt;
:#&#039;&#039;&#039;Zealot&#039;s Rage:&#039;&#039;&#039; Rerolls 1s to hit. In addition, an Avatar of Khaine always counts as being animated.&lt;br /&gt;
:#&#039;&#039;&#039;Slaughterer&#039;s Strength:&#039;&#039;&#039; Reroll 1s to wound. Note that neither this nor turn 3 say &amp;quot;In close combat&amp;quot; so feel free to reroll those shots with your Blood Stalkers.&lt;br /&gt;
:#&#039;&#039;&#039;Unquenchable Fervour:&#039;&#039;&#039; Your units rerolls saves of 1, and do not need to take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood:&#039;&#039;&#039; Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Orator:&#039;&#039;&#039; Friendly units within 14 inches can use the General&#039;s Bravery. Good, but you have good Bravery across the board as is.&lt;br /&gt;
#&#039;&#039;&#039;Bloody Sacrificer:&#039;&#039;&#039; Add 1 to the hit rolls of the General&#039;s weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options.&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Beauty:&#039;&#039;&#039; Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you.&lt;br /&gt;
#&#039;&#039;&#039;Mistress of Poisons:&#039;&#039;&#039; Add 1 to the General&#039;s weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn.&lt;br /&gt;
#&#039;&#039;&#039;True Believer:&#039;&#039;&#039; Ups the turn number for the unit&#039;s Blood Rites. Good to get an Avatar of Khaine awake turn 2 and just generally a good choice.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Morathi=== &lt;br /&gt;
(Can be given to any Daughter of Khaine Hero)&lt;br /&gt;
#&#039;&#039;&#039;Crown of Woe:&#039;&#039;&#039; Subtract 1 from the bravery of enemy units within 7&amp;quot;. This range doubles to 14&amp;quot; the first time the bearer slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Cursed Blade:&#039;&#039;&#039; One of the bearers melee weapons adds +1 to hit rolls. If the result is ever 7+ then the weapon does 1 mortal wound instead of the normal damage.&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Dark Fire:&#039;&#039;&#039; The bearer negates mortal wounds inflicted &#039;&#039;&#039;by spells&#039;&#039;&#039; on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Crone Blade:&#039;&#039;&#039; One of the bearers melee weapons heals the user by 1 wound each time it slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Thousand and One Dark Blessings:&#039;&#039;&#039; The bearer gains +1 to saves. This should probably be your default option since you&#039;ll always have a use for it, and DoK suffer from mediocre saves in general. Makes Heroes mounted on an Cauldron of Blood difficult to take down without a lot of rend or mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bloodbane Venom:&#039;&#039;&#039; If the bearer wounds an opponent but does not slay them, roll a dice after the attacks have been made. If the number equals/beats the victim&#039;s wound characteristic then it is slain outright.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Shadow=== &lt;br /&gt;
(Daughters of Khaine Wizards, meaning Bloodwrack Medusa since Doomfire Warlocks and Morathi can&#039;t take Relics, only)&lt;br /&gt;
#&#039;&#039;&#039;Shadow Stone:&#039;&#039;&#039; Re-Roll dice rolls of 1 for Casting attempts and add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is &#039;&#039;&#039;never&#039;&#039;&#039; a bad thing. Best way to get Mindrazor off, which doubled the already hit damage output of Aelves of Sisters!&lt;br /&gt;
#&#039;&#039;&#039;Rune of Ulgu:&#039;&#039;&#039; Bearer knows one extra Lore of Shadows spell. More options are never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;The Mirror Glaive:&#039;&#039;&#039; Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can&#039;t be unbound. Sounds awesome but the Medusa can only attempt to unbind one spell a turn. Situational.&lt;br /&gt;
#&#039;&#039;&#039;Seven-fold Shadow:&#039;&#039;&#039; Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9&amp;quot; from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Heart:&#039;&#039;&#039; [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]]&lt;br /&gt;
#&#039;&#039;&#039;Shade Claw:&#039;&#039;&#039; The Medusa&#039;s Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine.&lt;br /&gt;
&lt;br /&gt;
===Relics of Khaine=== &lt;br /&gt;
(Daughters of Khaine Priests only)&lt;br /&gt;
#&#039;&#039;&#039;Blood Sigil:&#039;&#039;&#039; Bearer gains one additional Prayer. More options is never bad.&lt;br /&gt;
#&#039;&#039;&#039;Iron Circlet:&#039;&#039;&#039; Bearer re-rolls 1&#039;s when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful&lt;br /&gt;
#&#039;&#039;&#039;Rune of Khaine:&#039;&#039;&#039; Bearer exploded on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn&#039;t have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Shard:&#039;&#039;&#039; Bearer&#039;s Blade of Khaine wounds on a 2+. Pretty solid on a Cauldron as they will be getting stuck into melee anyway.&lt;br /&gt;
#&#039;&#039;&#039;Khaineite Pendant:&#039;&#039;&#039; Bearer can Pray three times in one Hero Phase, but the fiurst time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice.&lt;br /&gt;
#&#039;&#039;&#039;Hagbrew:&#039;&#039;&#039; Add +1 to Wound Rolls for the Bearer&#039;s melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns thew Slaughter Queen on Cauldron into a death machine.]]&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadows=== &lt;br /&gt;
The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting Value 5. Caster can Fly and has a 16&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Casting Value 7. Pick an Enemy Unit within 18&amp;quot; of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare.&lt;br /&gt;
#&#039;&#039;&#039;Mirror Dance:&#039;&#039;&#039; Casting Value 4. Pick two Daughters of Khaine Heroes within 24&amp;quot; of the Caster. As long as they aren&#039;t within 6&amp;quot; of any other unit, switch their places on the Battlefield.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for &#039;&#039;&#039;all attacks&#039;&#039;&#039; that target that unit]]. You should always have this.&lt;br /&gt;
#&#039;&#039;&#039;Mindrazor:&#039;&#039;&#039; Casting Value 7. Pick a friendly Daughters of Khaine unit within 18&amp;quot; of the caster. All of that units weapons gain an additional -1 Rend, and all of their weapons gain 1 extra damage if hitting something with Lower Bravery. It&#039;s very easy to pump up the Bravery of your MurderElves anyway. Awesome Synergy with the below...This can double the damage out put of Witchaelves or SoS. Wins games, looses friends :)&lt;br /&gt;
#&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 18&amp;quot; and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.&lt;br /&gt;
&lt;br /&gt;
===Prayers of the Khainite Cult=== &lt;br /&gt;
#&#039;&#039;&#039;Catechism of Murder:&#039;&#039;&#039; Pick a Friendly Daughters of Khaine unit within 14&amp;quot;. Any 6&#039;s to hit explode and deal 2 hits.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of Khaine:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within 14&amp;quot;. They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease...&lt;br /&gt;
#&#039;&#039;&#039;Martyr&#039;s Sacrifice:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit within 14&amp;quot;. Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+. Stacks with the Bucklers.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rejuvination:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within 14&amp;quot;, except for Morathi in either form. That unit heals 1d3 Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Covenant of the Iron Heart:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit within 14&amp;quot;. That unit does not need to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Sacrament of Blood:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within 14&amp;quot;. That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect.&lt;br /&gt;
&lt;br /&gt;
===Temples of Blood===&lt;br /&gt;
Each has unique special rules for your army, a new artifact and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
;Hagg Nar : When you get to Zealot&#039;s Rage on Blood Rites (turn 3) you get to reroll all hits as opposed to 1s. Your general&#039;s command trait MUST be the Hagg Nar one, &#039;&#039;&#039;Devoted Disciple:&#039;&#039;&#039; Your general, and all units within 7 inches, get a 5+ Fanatical Faith save as opposed to a 6+. Cauldron Guard may take a Cauldron of Blood OR Avatar of Khaine. Hagg Nar allows your key unit to do its fanatical faith on 5+ combined with blessing of khaine and the +1 save from you cauldron your 30 witches will have a 5+ save and a 5++ (Reroll fails) fanatical save making the unit able to survive longer. By turn 3 your army is a killing machine and would be already in combat this is when things swing dramatically for Hagg Nar any unit with just a simple witch brew and being hagg nar will be rerolling their hits and wounds. on a unit of 20 witches that is 80 attacks (reroll hits and wounds) and if you add mind razor into the mix no single opponent can survive that number of paper cuts. The fact that Hagg Nar is the most frequently quoted temple needing a nerfbat to the face suggests that it&#039;s pretty good. &lt;br /&gt;
;Draichi Ganeth : Add 1 to your hit rolls when you charge and if you have a Slaughter Queen, she must take the relic &#039;&#039;&#039;The Darksword&#039;&#039;&#039;, which gives her Deathsword 4 attacks instead of 3.  Slaughter Troupe may take up to two units of Witch Elves. One of the better ones as its restrictions are easily worked around (don&#039;t want to have to take the Darksword? Don&#039;t take a Slaughter Queen) and a lot of practical applications (hitting on 2s, rerolling 1s on turn 3 will make almost every attack hit). Snake heavy armies take note- combine with Hag buffs for Crystal Vision mortal wounds on 3+, 6&#039;s count as two and reroll 1&#039;s. That&#039;s some scary MW output before the sneks start swinging.&lt;br /&gt;
;The Kraith : If you&#039;re still within 3 of an enemy after you fight, roll a D6. On a 6, pile in and attack again. In addition, one of your heroes must take the relic &#039;&#039;&#039;The Venom of Nagenda:&#039;&#039;&#039; Once per battle, you can use it to make one of your melee weapons only do 1 attack, but does D6 Mortal Wounds if it hits. Cauldron Guard may take any number of Hag Queens and Slaughter Queens. When the ability goes off, you&#039;ll feel like a god, but it&#039;ll only go off if you didn&#039;t wipe out the enemy unit AND if you roll a 6 and thus isn&#039;t as useful as Hagg Nar or Draichi Ganeth (which help you win the fights you already got into) or Khailebron (which helps you get to the fight in one piece).&lt;br /&gt;
;Khailebron : Your enemy gets -1 to hit in the shooting phase against Khailebron units and your General&#039;s command must be &#039;&#039;&#039;Mistress of Illusion:&#039;&#039;&#039; Choose a friendly unit within 7. If they&#039;re not in combat, pull them off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. Works well on Morathi in caster form. Then you transform her, and her bigger base means she is suddenly only 7” away, ready to charge something, tie it up for a long time, if not outright killing it. The possibility alone will mess with your enemy  who has to keep lots of stuff back to protect objectives. Temple Nest may take to two additional units of Blood Sisters or Blood Stalkers (or mix). This plugs one of your army&#039;s major weaknesses (getting shot to pieces) and the Command Trait can lead to some fascinating tactics, where your opponent never feels safe.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039; and &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
;Morathi, High Oracle of Khaine : After crawling out of the throat of Slaanesh, Morathi has done not bad for herself, she doesn&#039;t have much utility but exists mostly to cause carnage. At her most basic, she&#039;s a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; with the ability to cast three spells per turn and unbind twice, adding +1 to her rolls and doubling the range of her spells. Her unique spell is &#039;&#039;Arnzipals Black Horror&#039;&#039; which basically smacks a unit with a random number mortal wounds. Her command ability allows her to pick two friendly &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039; units within 14&amp;quot; and let them make an immediate shooting attack &#039;&#039;(Wanderers are in envy)&#039;&#039; or if they&#039;re within 3&amp;quot; of an enemy it allows them to pile in an make a melee attack. She can&#039;t use this command ability on herself though. In close combat, she&#039;s a devil, throwing out nine 3+/3+/-1/1 damage or D3 damage attacks between her Heartrender and her Bladed Wings &#039;&#039;(note she cannot fly though)&#039;&#039;, all the while imposing a -1 to hit when enemies attempt to swing back at her and she can only take a &#039;&#039;&#039;maximum&#039;&#039;&#039; of three wounds per turn FULL STOP so that it is impossible to take Morathi out in a single turn of combat, to be sure, she is a handful. There is one &#039;&#039;(rather inconsequential)&#039;&#039; downside; Morathi cannot be healed by any means. Though spells which heal are often quite rare in most armies, so it isn&#039;t a huge loss; you want Morathi to lose &#039;&#039;some&#039;&#039; wounds anyway because the best is yet to come.&lt;br /&gt;
:*Wounds negated by Fanatical Faith no longer count as allocated.&lt;br /&gt;
:*Note that while she can only suffer three wounds per turn, there is a way your opponent can get around this. After being cast, predatory endless spells are moved at the start of each battle round, and this happens &amp;lt;i&amp;gt;between&amp;lt;/i&amp;gt; turns, so any damage that happens here won&#039;t count towards the three wounds per turn.&lt;br /&gt;
:*Morathi LOVES the Khailebron Temple and the Khailebron Temple loves her. The biggest problem with Morathi is her point sink. If you don&#039;t transform her at the right time, you risk losing out on her contribution to combat in the late game. Khailebron solves that by teleporting her wherever she needs to be to rip things to shreds, in addition to making her nearly impossible to shoot before that time comes. Let her hang out in the backfield (next to your General, i.e. &#039;&#039;&#039;do not&#039;&#039;&#039; make her your General!), flexing that 36 inch Sorceress Supreme magical range to snipe enemy heroes or buff your own units, then morph her into Shadow Queen mode and pop her up right behind whatever is left of your enemy&#039;s lines. &lt;br /&gt;
&lt;br /&gt;
;Morathi, the Shadow Queen : Morathi&#039;s true form, comes in the box along with the High Oracle version, since you aren&#039;t actually allowed to set up the Shadow Queen variant on the table at the start of the game. Instead you roll a dice at the start of each hero phase and if the number is equal to or less than the number of wounds Morathi has taken, then replace the High Oracle model entirely with the Shadow Queen. Alternatively, you can choose to transform her willingly. The giant snake monster is a 12 wound beast &#039;&#039;(unfortunately any wounds taken carry over and are &#039;&#039;&#039;doubled&#039;&#039;&#039;)&#039;&#039; that can Fly and has a lot more dangerous melee attacks and comes with a ranged attack, Heartrender alone has the capability to cause 18 points of damage in a single round of combat, but she also has her venomous tail and the serpents in her hair for more damage, all of which still hits and wounds on a 3+ and are subject to Blood Rites making her all the deadlier as the game progresses. Her ranged attack is worth mentioning, simply removing an enemy model &#039;&#039;&#039;of your choice&#039;&#039;&#039; from an enemy unit if a dice roll beats their wounds characteristic, no ifs or buts... The Shadow Queen is still a spellcaster, albeit diminished by casting/unbinding only one spell per turn and she has lost her &#039;&#039;Sorceress Supreme&#039;&#039; and &#039;&#039;Enchanting Beauty&#039;&#039; rules. Either way, she is still a force to contend with, especially as like her smaller version, she only takes a maximum of THREE wounds per turn (note: turn, not battleground, so you will die in two battle rounds, but you will kill a lot in return in that time as well!), so short of weapons with cause instant death or remove her from play, so depending on the number of wounds she started with it is practically impossible to take her out in anything less than three turns, added to the fact that the High Oracle version also has this rule you can guarantee that no matter what your enemy throws at you, Morathi will still be on the table in one form or another by turn four in EVERY game she is involved in.&lt;br /&gt;
:* Nearly broken in the new meeting engagement format as the game ends after 4 rounds. Sure she takes up nearly half your army but there is almost nothing your opponent can do about her without any instant slain mechanism. And since the board is smaller, she will easily land a charge with her mobility. Unless she comes in at the start of Turn 1, you are always better off transforming her immediately.&lt;br /&gt;
:* Morathi is a great counter to the Slannesh Greater Daemon that forces you to fight last on a 2+. Whenever possible, transform her and chase it down. Your opponent can only score 3 depravity each turn from Morathi. &lt;br /&gt;
&lt;br /&gt;
;Slaughter Queen : The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The &amp;quot;meh&amp;quot; Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named &amp;quot;Deathsword&amp;quot; which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately her prayers are... weird, she isn&#039;t really a fantastic buffer for friendly units.  is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife&#039;s damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play &amp;quot;[[What|guess which hand]]&amp;quot; or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she&#039;s your general or you&#039;re running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefor can actually pray twice in your hero phase.&lt;br /&gt;
She can also attempt to unbind one spell in your enemy&#039;s hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent&#039;s magic every turn.&lt;br /&gt;
&lt;br /&gt;
;Hag Queen : The slaughter queen&#039;s little sister and amazing supporting choice. She doesn&#039;t have the Deathsword, the &#039;&#039;Dance of Doom&#039;&#039; prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3&amp;quot; to re-roll wounds until your next hero phase AND makes your units immune to battle shock. Even at 90pts the Hag Queen is still arguably the best hero in the game. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. &amp;lt;s&amp;gt;Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.&amp;lt;/s&amp;gt; AoS2 is here and Hag Queens are still excellent, especially since they&#039;re harder to shoot (although you still probably want a Cauldron in addition).&lt;br /&gt;
&lt;br /&gt;
;Cauldron of Blood : A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn &#039;&#039;(or wait for Blood Rites to kick in by turn 3)&#039;&#039; This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn&#039;t much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It&#039;s buffs, bulk, command ability, and output are just too good not to use.&lt;br /&gt;
:*If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model&#039;s parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to.&lt;br /&gt;
:*If you want a rapetrain, make a Slautgherqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you&#039;ll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron&#039;s attacks, and with Crone Blade on the Avatar&#039;s attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won&#039;t regret skipping one of the temples for this. IF you don&#039;t care about the Crone Blade, take a Hagbrew instead.&lt;br /&gt;
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;Bloodwrack Medusae : Your generic Wizard, capable of tossing off a spell that makes it harder for the enemy to wound you, which is also nice, plus Mindrazor or whatever you like. Also, you know how Wizards tend to be useless in close combat and shooting? Well this is Daughters of Khaine and everyone has to pull their weight. Has an absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is). You already want her slinging spells left and right, and she can easily be used to quickly clear out a unit of archers or something while your more important units take out tougher enemies. Definitely needs to be on your list.&lt;br /&gt;
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;Bloodwrack Shrine : While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model. It&#039;s only 80 points more than the Medusa on her own. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7&amp;quot; radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn.&lt;br /&gt;
:* If you&#039;ve got an extra Cauldron to assemble as one of these, remember that it&#039;s only 80 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That&#039;s pretty cheap all told, and since it&#039;s not a monster, it&#039;s still harder to shoot in AoS2, so it&#039;s worth considering.&lt;br /&gt;
:*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16&amp;quot; and get that Aura of Agony + Bloodwrack Stare where it would hurt the most.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;Witch Aelves : &#039;&#039;BATTLELINE&#039;&#039; The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save with any roll of a six causing an immediate mortal wound on the attacker. This and the &#039;&#039;Fanatical Faith&#039;&#039; allegiance ability has increased the Witch Aelves survivability somewhat. If you&#039;d rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the &#039;&#039;Frenzied Fervour&#039;&#039; rule which grants them another extra attack whenever they are within 8&amp;quot; of DoK Hero in the combat phase, with each potentially throwing out four 3+/4+/-/1 attacks per turn with rerolls depending on what turn it is, which isn&#039;t too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy.&lt;br /&gt;
:*It&#039;s worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but &#039;&#039;before modifiers&#039;&#039; such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights and can&#039;t do anything about it.&lt;br /&gt;
:*If you do the math, bucklers are better: slightly lower damage output ( a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them.&lt;br /&gt;
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;Sisters of Slaughter : &#039;&#039;BATTLELINE&#039;&#039; The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6&amp;quot; away rather than 3&amp;quot;, which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they&#039;re also one of the only units in the game that can bypass the Idoneth Deepkin&#039;s Turn 3 combat priority or the weird Gloomspite Gitz Fanatic &amp;quot;Always Strikes First&amp;quot; ability.&lt;br /&gt;
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;Blood Sisters : &#039;&#039;BATTLELINE if your general is a Bloodwrack Medusa&#039;&#039;. Your gorgon snake-chicks whose job is to be the army&#039;s elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2&amp;quot; range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. The Crystal Touch is a kicker though, causing an instant mortal wound on every hit. Making Blood Sisters the ones you want to throw at the enemy elite to get maximum advantage of the Crystal Touch (wasting it on cannon fodder units is just a gross waste of mortal wounds in most circumstances). The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don&#039;t have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20.&lt;br /&gt;
:*This is where all your buffs go. Even 5 snake ladies are a strong close combat unit but their damage output can be increased to ridicules levels. 10 snakes with catechism of murder, mindrazor and witch brew in a Hagg-Nar list will have 30 -2 rend 2 Damage attacks, 10 crystal touch attacks, all with re-rolls to-hit and to-wound plus exploding sixes. Sure, lots of eggs in one basket. But if you manage to get this off at the right moment the game will be over as they will have killed everything they can get their scaly hands on. *Don&#039;t forget the defensive buffs, with a Cauldron, Haggnarr, and the reroll prayer you can make a big unit of the snake ladies 4+(3+ if you can find a nice big terrain piece) 5++,5+++ which makes them actually ridiculously tough.  &lt;br /&gt;
:*Consider Draichi Ganeth’s charge bonus for mortal wounds on 3+ rather than 4+.&lt;br /&gt;
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;Blood Stalkers : The ranged snake ladies. Yes you also have Khinerai Heartrenders now, but the Stalkers have the longer range and fewer rules for moving about, making them your primary fire support unit rather than the mobile harassing unit of harpies. Rolling 6+ to hit makes the bow do a mortal wound instead of the normal damage, which is nice to have but shouldn&#039;t be relied upon since you can&#039;t do massed ranged firepower like some other armies can. The squad leader also gets a Bloodwyrm, which is a little dragon-pet that adds a single reliable close combat attack to her profile, but little else, kind of at odds with the unit&#039;s purpose as they are only average melee combatants. They do have a reasonable movement, allowing them to get into desirable firing positions easier and with a high bravery they can good backfield objective holders while delivering ranged support to the front. And while not amazing given their small unit sizes they have reasonable combat abilities for a ranged unit, so there is some consolation in that. Overall don&#039;t expect a whole lot of mileage thanks to a combination of small squad sizes, relatively few attacks and the fact they can&#039;t be Battleline units, but given they this army isn&#039;t heavy on long range shooting just accept them for what they are and just don&#039;t go expecting miracles.&lt;br /&gt;
:*As ranged units, they are probably best compared to Stormcast Judicators with Skybolt Bows, rather than the mass ranged units found in Free Peoples or Wanderers - they are 2-wound models with decent single-fire range attacks. Stalkers are quicker &#039;&#039;(8&amp;quot; move)&#039;&#039; and balsier &#039;&#039;(8 bravery vs 6 bravery)&#039;&#039; and better in close combat. However they lack the Judicators overall shooting versatility and damage output (they have no alternate ranged weapons or powerfull special weapons).  With Fanatical Faith they are probably just as resilient, though that really depends on the Rend value of the weapon attacking them. Anything with even a rend of 1 will pretty much negate the bonus of Fanatical Faith to virtually nothing and these guys aren&#039;t really cheap enough to just throw away without thought. And as always Stalkers aren&#039;t battleline like Judicators, which is a shame really.&lt;br /&gt;
:*With the recent points adjustment to match Blood Sisters, they are now viable in Meeting Engagement. They have an effective range of 32 which allows you to easily land shots on almost anything on the smaller board. Just kill of at least one model and not die from return fire, you will win the Victory Points for having slain models with higher wound count.&lt;br /&gt;
:*Take note the Krone has a +1 to hit. This means she hits on a 2+ and score a mortal wound on a 5+ making it possible to land mortal wound on enemy hero who has a Look Out Sir -1 modifier against shooting.&lt;br /&gt;
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;Khinerai Lifetakers : One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9&amp;quot; from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat &#039;&#039;&#039;after&#039;&#039;&#039; they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they&#039;ll be taking anything down. &lt;br /&gt;
:* In the new meeting engagement format, these ladies are golden. At 14&amp;quot; movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. &lt;br /&gt;
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;Khinerai Heartrenders : The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12&amp;quot; doing decent 3+/3+/-1/1 damage; although that&#039;s only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9&amp;quot; from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12&amp;quot; is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don&#039;t want this unit in melee because they do so much better as a harassing unit.&lt;br /&gt;
:* At 90 points, it&#039;s not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy (each with an Allied Assassin) units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don&#039;t drop into a bunch of gun lines... but if you do, they&#039;ll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch&#039;s and Sister&#039;s. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there &#039;&#039;towards&#039;&#039; your opponents now-isolated Hero, drop your Allied Assassin&#039;s on him/her and decide where to go from there. &lt;br /&gt;
:* Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. &lt;br /&gt;
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;Doomfire Warlocks : The only males in the faction. These guys are actually incredible. They are excessively fast at 14&amp;quot; and they now come with two-shot crossbows they are still great, as they&#039;re pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it&#039;s casting value 5, so very easy to get off, then you get +1 to cast if the unit has 10+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that&#039;s alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.&lt;br /&gt;
:*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14&amp;quot; movement allows you to position your warlocks in such a way what they can be outside the 30&amp;quot; dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... &lt;br /&gt;
:*[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].*&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
;Avatar of Khaine : So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you&#039;ll have wasted your points. This becomes less of an issue if you have the &#039;&#039;Blood Rites&#039;&#039; allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it&#039;s a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-1/1 it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies &#039;&#039;(for example: it causes more wounds than a 10 man squad of Glade Guard)&#039;&#039;. &lt;br /&gt;
:*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7&amp;quot; although bravery is not one of the major problems the Daughters have to face &#039;&#039;(poor saves come higher on the list)&#039;&#039; though thankfully the bravery bonus applies whether the Avatar is animated or not, because it&#039;s still a giant religious icon of their war god.&lt;br /&gt;
:*Buff your Avatar with Mindrazor and watch him wreck everything in range. Thanks to his high bravery, his attacks will nearly always be four attacks with -3 rend and 4(!) damage each. &amp;lt;s&amp;gt;Unless you&#039;re up against undead. Or daemons. Or Seraphon.&amp;lt;/s&amp;gt; Bravery 11 (10 + 1 thanks to &amp;quot;Idol of Worship&amp;quot;) will beat the bravery 10 of any of these units (when not affected by debuffs).&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===From Start Collecting===&lt;br /&gt;
; Blood Coven (not legal in pitched battles) : &#039;&#039;A Hag Queen, one unit of Witch Elves and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
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===From Battletome Daughters of Khaine===&lt;br /&gt;
;Cauldron Guard (540pt. min.) : &#039;&#039;A Hag Queen, two units of Witch Elves and two units of Khinerai Lifetakers.&#039;&#039;&lt;br /&gt;
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Adds 1 to the units in the Cauldron Guards run and charge rolls. Anything that lets you move into combat faster is good. The Witch Aelves can charge after running, making them ridiculously fast (especially with rerolls  of 1s) and now your Lifetakers make their charge on an 8 rather than a 9 after landing, letting them more consistently get the charge and their charging bonuses.&lt;br /&gt;
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;Slaughter Troupe (630pt. min.) : &#039;&#039;A Slaughter Queen, two units of Sisters of Slaughter and two units of Khinerai Heartrenders.&#039;&#039;&lt;br /&gt;
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Lets all the units in the Battalion fall back and still shoot/charge. Given that in 2nd Edition of Age of Sigmar, you can only shoot at units you&#039;re in combat with, this lends the Heartrenders a lot of versatility, but the real kicker is in a Draichi Ganeth army (which can also add up to 2 units of Witch Aelves to this Battalion). They get +1 to hit on the charge, allowing you to yo-yo units in and out of combat to keep getting the bonus.&lt;br /&gt;
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;Temple Nest (870pt. min.) : &#039;&#039;A Medusa, two units of Blood Sisters and two units of Blood Stalkers.&#039;&#039;&lt;br /&gt;
: Every to-hit roll of 1s made by a enemy unit in close combat (after re-rolls before modifiers) causes a mortal wound. Basically Bladed Bucklers/Heartpiercer Shields for your snake ladies. Useful to make your opponent nervous about directing a lot of attacks at these units. With the new generic Command Ability All-Out Attack that allows enemy to re-roll hit rolls of 1s, this may work towards or against you. If your opponents are starved for CP, you can bait them into using CP to avoid Mortal Wounds, denying them the opportunity to use CP for other purposes. &lt;br /&gt;
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;Shadow Patrol (770pt. min.) : &#039;&#039;Two units of Doomfire Warlocks and a total four units of Khinerai Heartrenders or Lifetakers.&#039;&#039;&lt;br /&gt;
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One per battle round, you can pull one of these units that&#039;s more than 3 inches away from the enemy and set them up anywhere outside of 9 inches of the enemy. Good for making your enemy never feel safe since your units can surround them easily and worth remembering that the wording on both this battalion and the Heartrender&#039;s Death From Above rule means they interact: Dropping a unit of Heartrenders with this Batallions means they get -2 rend on their Javelins.&lt;br /&gt;
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;Shadowhammer Compact (1080pt. min.) : &#039;&#039;Two units of Witch Elves, one unit of Blood Stalkers, one unit of Khinerai Heartrenders, two units of Liberators, one unit of Judicators and one unit of Prosecutors.&#039;&#039;&lt;br /&gt;
: In each Hero Phase you select one Daughters of Khaine unit and one Stormcast Eternals unit - both units do one of the the following, it must be the same: Move, Shoot, or Charge/Pile in.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
;Bloodwrack Sisterhood (940 pt. min.) : &#039;&#039;A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.&#039;&#039;&lt;br /&gt;
: During your hero phase roll a D6 for each battalion unit within 3&amp;quot; of an enemy unit and within 9&amp;quot; of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
&lt;br /&gt;
;War Coven of Morathi (3160pt. min.) : &#039;&#039;Morathi, one Cauldron Guard, one Temple Nest, one Slaughter Troupe and one Shadow Patrol.&#039;&#039;&lt;br /&gt;
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==Army Building==&lt;br /&gt;
If it ever come back in stock, begin with the Daughters of Khaine Blood Coven box, and magnetize the Cauldron/Shrine so you can reconfigure it as needed.&lt;br /&gt;
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Start out with ten Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.&lt;br /&gt;
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Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.&lt;br /&gt;
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If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat. &#039;&#039;With Khailebron, you are not so vulnerable to enemy shooting = more surviving Witch Aelves, and you can buff them and then teleport them to take out any key units the enemy has (preferably on turn 2+ for that secure charge). Peachy says that he has seen a full unit of buffed Witch Aelves go through a Great Unclean One in a turn, so Witch Aelves are definitely not &amp;quot;bad&amp;quot; as an unit choice. But still take them in groups of 30.&#039;&#039; &lt;br /&gt;
Witch Aelves are expen$ive as fuck, though, so look for bargains or used models if you want several boxes worth of them.&lt;br /&gt;
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Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
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*&#039;&#039;&#039;Darkling Covens:&#039;&#039;&#039; Darkshards and Sorceresses give you good ranged support, but their melee infantry moves too slowly to work well with yours.  Sorceress on Black Dragon can be fun if you have the points to spare, but anything she can do Morathi does better, her only advantage is being cheaper&lt;br /&gt;
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*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039; Ideally you want to grab some Ishlaenn Guard, as those guys will soak up obscene amounts of damage for you. Nothing else is really worth considering.&lt;br /&gt;
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*&#039;&#039;&#039;Order Serpentis:&#039;&#039;&#039; Provide you with a fast moving anvil (Knights, Chariot, Hydra) and an even bigger hammer (Hydra, Dragon). Your own units give them much-needed mobile ranged support.&lt;br /&gt;
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*&#039;&#039;&#039;Scourge Privateers:&#039;&#039;&#039; Their chariot is nice (but not strictly needed), the rest Order Serpentis does better.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowblades:&#039;&#039;&#039; You wont really have any need of Shadowblade allies, they only have two units and one of those is made using the same kit as your Doomfire Warlocks, which are better than Dark Riders in most respects. Unless your are especially looking for sneaky deployment of an Assassin, it wont do much more than a Slaughter or Hag Queen could not already do, as Daughters of Khaine pretty much have melee units covered.&lt;br /&gt;
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*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039;There are two things Stormcast Eternals can do for you: Tough units to weather attacks for you and ranged support via the crossbows. Both are worth a look, if you don&#039;t mind Stormcasts.&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;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
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==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24185</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24185"/>
		<updated>2019-11-04T12:14:17Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Artefacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Vies with Helm of the Ordained for best choice.  &lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos.    &lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can restore them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24184</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24184"/>
		<updated>2019-11-04T12:03:35Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Generic Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.&lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can restore them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24183</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24183"/>
		<updated>2019-11-04T11:59:05Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Behemoths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.&lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24182</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24182"/>
		<updated>2019-11-04T11:55:54Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Battleline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.&lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, basically giving the guy a Nighthaunt&#039;s frightful touch. The sickles get +1 to hit against units with 5+ models. More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24181</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24181"/>
		<updated>2019-11-04T11:53:38Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6D17:4C14:603D:AD3: /* Named Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Nagash has got a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
Special PSA: &#039;&#039;&#039;Do not just write info that is on the unit&#039;s datasheet.&#039;&#039;&#039; Doing that is not helpful in any way, since the person reading it can just read the datasheet linked within the unit&#039;s name. If you want to mention something in the datasheet, work it into genuine advice. Example: don&#039;t say &amp;quot;Precision aspect gives you extra rend and damage&amp;quot;, say instead &amp;quot;Precision aspect is typically the best of the four aspects because extra rend and damage outshine the re-rolls, and they work best on the spirit blades because they&#039;ll give you more overall damage output compared to the falchions&amp;quot;. &#039;&#039;&#039;If all you have to offer is just copy-pasted info, then you can help the page by not writing anything at all.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* These guys have default, army-wide [[Awesome|&#039;&#039;&#039;immunity&#039;&#039;&#039;]] to Battleshock, baby!&lt;br /&gt;
* They&#039;re durable, even for undead.  On top of tough, well-armored troops they don&#039;t rely on heroes for 6+ Deathless saves, as nearly every elite unit and battleline unit champions have the HEKATOS rule.  Especially if you use the Petrifex Elite Legion.&lt;br /&gt;
* Relentless Discipline Points can be used instead of Command Points.  That means things that screw with CP won&#039;t work on them, and you have mechanics to gain RDP throughout the game.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* Re-rolls, re-rolls everywhere, especially for the Necropolis Stalkers.&lt;br /&gt;
* A few pleasant reminders of Nehekhara for you Tomb Kings fans, such as a vulture being called a Carrion and war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game.&lt;br /&gt;
* Nagash, [[Arkhan the Black|bro-tier mini-Nagash]] and the Morghasts are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* You can heal every unit or character, self-heals are a thing and they&#039;re not spells so your opponents can&#039;t block it.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow, with a few exceptions.  There are a few abilities to mitigate this.&lt;br /&gt;
* Shooting is almost non-existent apart from the Mortek Crawler, as there&#039;s only the mediocre Gothizzar Harvester&#039;s and Nagash&#039;s laser eyes only work once a turn. &lt;br /&gt;
* [[Fail|No allies]]; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals.&lt;br /&gt;
* Apart from the Mortek Guard, when you bring 5 guys, almost everybody else brings 10.  So if your opponent is on a objective you need to &amp;lt;s&amp;gt;smash him in the knee caps&amp;lt;/s&amp;gt; can&#039;t smash knee caps, you need them for the tithe... just cut their legs out from under them.&lt;br /&gt;
* Some of the models look a bit cheesy or weird depending who you ask, especially Katakros&#039; model (seriously, a bone bulge?)&lt;br /&gt;
* Hope you like bone puns...&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but losse them during the next hero phase (they should be all spend before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Wascroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities(rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 6&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or someone that is a {{AOSKeyword|HEKATOS}} (i.e: the leader for your battlelines, and elite bone warriors units) count for the ability, removing the need to have your Heroes babysitting your units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*Liege Kavalos&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.&lt;br /&gt;
&lt;br /&gt;
*Mortisans&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*Soul Masons&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Zent:&#039;&#039;&#039; +2 to wounds and +1 attacks for mount.&lt;br /&gt;
&lt;br /&gt;
*Soul Reapers&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavsoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP. Pair this with a gothizzar harvester, the reroll saves command ability and the fossil legion for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls while the endless spell is up, and if he should die then the spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into death, so do with that as you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: You standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability 1&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit within 6&amp;quot; of a HEKATOS or 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s quite situational since other death armies do &amp;quot;fear-bomb&amp;quot; better (looking at you, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Add +1 to their saves.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
The tanky choice, the best all-rounder and &amp;lt;s&amp;gt;arguably&amp;lt;/s&amp;gt; IS the best overall.  Makes your entire army (including Nagash) stupidly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos. Competes with the Petrifex Elite for the best default choice, but if your meta is very magic heavy, this choice is clear (hint: it&#039;s probably still petrifex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: If a unit has suffered wounds or a friendly IVORY HOST unit within 6&amp;quot; (not wholly within, just within) has suffered wounds, get +1 to hit, but -1 save.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls.  Decent, but there are better options.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
the TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has no been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians the same reroll ability.  A good choice for leader, especially in Mortis Praetorians, unless you have a specific Legion or combo in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortion, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a Wizard that should be very close to the front lines. He has a chance to prevent a unit within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a -1 to bravery and imposes a -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that guaranty a Relentless Discipline point. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ. With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling the lucky mortal wound at every unit within 18&amp;quot;, but it&#039;s overall lackluster. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn (need multiples or Chronomantic Cogs to use the 2+ attempts). Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love, and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. Possible FAQ incoming - You can as the warscroll currently reads activate this ability multiple times on one charge, allowing you to roll a stupid amount of dice fishing for 5&#039;s and 6&#039;s, and then pile in an extra 3 inches per activation.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (200pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (200pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they can eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. &lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (210pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants (always take the halberd for 3 attacks at 3+/3+/-2/3), and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. It&#039;s worth noting that they are more expensive in a bonereaper army, but that may change in either direction depending on the next general&#039;s handbook, or some early FAQing.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, basically giving the guy a Nighthaunt&#039;s frightful touch. The sickles get +1 to hit against units with 5+ models. More importantly than that, this guy is a healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; leadership, the unit takes a mortal wound. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high leadership! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged fuck?&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. A Sentry that each turn it can throw out one of four Judgements that affect one enemy unit within varying ranges and dice rolls: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Cohort 100&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to be near unkillable.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made. In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Boneshaper, 1 Soulreaper OR 1 Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;&lt;br /&gt;
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===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
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Alternatively, take 2 of Ballistari batallions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
No Allies&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
It&#039;s worth noting that if you ever include Arkhan or Nagash in your list, you&#039;re locked out of Mercenaries. However, we dodge the command point punishment, but because we&#039;re so expensive it&#039;ll be hard to fit much. Try to use these guys to squeeze in some cheap screen or synergies into your army. &lt;br /&gt;
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*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; our catapults to it better&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039; far to costly for not enough gain IMO. If our stuff was cheaper, it&#039;d be a maybe.&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; Could be cute with the new ogor rules making maneaters and firebellys both way better, but you bump into the cost problem again&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039; Lore shenanigans aside, this could have been amazing, if only for the Vampire lord. While blood knights aren&#039;t too amazing in the list, the ability to spend a command point to chuck an extra, EXTRA attack onto a death unit could have been great! If only we had command points&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; The funniest option. Bring your necromancer and 3 squads of skeletons to have some baby skeletons take bullets (read charges) for your big-boy skeletons. &lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039; Probably your best choice for some speedy screen, could lead to some interesting combinations. Since we don&#039;t have command points, we are stuck with Courtiers to bring serfs back to full strength.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6D17:4C14:603D:AD3</name></author>
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