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		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* The Eidolons are expensive in terms of cash.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
* Your Battletome is from before AoS2, and whilst it&#039;s still in decent shape, you are still behind other armies.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the fourth-oldest active Battletome and thus relatively due for an update (Maggotkin of Nurgle, Legions of Nagash, and Daughters of Khaine all predate this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book. It&#039;ll be interesting to see which will end up coming first, a new Idoneth Deepkin battletome or a new edition of AOS.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may takea different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army - put the bearer at the front of your army and activate this in your opponent&#039;s shooting phase. The bearer can&#039;t be targeted because of the Cloud, and the rest of your Deepkin can&#039;t be targeted because they&#039;re not the closest unit.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**Make Volturnos jealous of your prowess by giving your Akhelian King the Incandescent Rageblade from Aqshy.  Having 1 of the bearers melee weapons scores 2 hits instead of 1 PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability and/or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120/360, Min:10, Max:30). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 120, Min:10, Max:20). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 140, Min:3, Max:12). Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 170, Min:3, Max:12)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. It&#039;s crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. It&#039;s fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, thats sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead everyone with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (790pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (700pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
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*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1420pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave.&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Note that with an Ionarch army all allies benefit from the &#039;&#039;Tides of Death&#039;&#039; rule, which benefits many allied units in various ways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar&#039;&#039;&#039;: They offer the widest variety out of all the allies, particularly the aelven forces.  Here&#039;s a more comprehensive description of what works with Idoneth:  &lt;br /&gt;
** Word of Pain from a Sorceress helps with -1 to Hit spam in a mage heavy list. (Just remember that they&#039;re susceptible to being sniped out).  &lt;br /&gt;
** Order Serpentis provide expendable cavalry with good saves to soak up fire for your Akhelians.  A Dragon or Hydra with Ionrach are good choices for fast heavy hitters and/or shooting.  &lt;br /&gt;
** While Scourge Privateers would be great thematically, only the Scourgerunner Chariot is really worth considering from this group (and there&#039;s a lot of bad blood between the two factions lorewise).&lt;br /&gt;
** Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
** Wanderers also offer several benefits.  A unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button that will likely enrage your opponents.  Sisters of the Thorn are an awesome addition to a Cavalry army and provide a very nice spell to boot.  Eternal Guards re-roll saves of 1 and 2 if they are in cover, are as fast as Namarti Thralls and cost 70 point per 10 models. A Waywatcher has the invisible hunter rule, which gives shooting units that target him -1 to hit, and can be given to other Wanderer units within 18&amp;quot; for 1 command point (combine with Tides of Death to make shooty armies cry).&lt;br /&gt;
** Battlemages are excellent support units that can be tailored to your needs, and the Battlemage of Griffon packs a punch too.&lt;br /&gt;
** Phoenix Temple are amazing.  Phoenix guard can eat enemy fire with minimal losses given their 4+ save and a 4+ save-after-the-save.  Throw in a Phoenix Guard Anointed and they not only become fearless but the Anointed gives you an extra dispel.  The Flamespyre Phoenix is also a great unit, trading the dispel for dropping MW on enemies and a one-use chance to come back from death on a 4+.&lt;br /&gt;
** Ironweld Arsenal Gyrobombers are a good and cheap choice for dropping MW on enemy units with their bombs.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants for Warmachine hunting without investing hundreds of points into a Soulscryer and an escort.  Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your general into a priest as well, or gives a priest as general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls (eels and the King are now 15&amp;quot;! turtles and sharks 13&amp;quot;) [sadly doesn&#039;t help non-Akhelians]&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Dwarfs, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the vast Realm Lores (7 per realm) [albeit limited to agreeing with your opponent about location before the game]&lt;br /&gt;
*if your 3 artefacts aren&#039;t suitable, claiming that your army is from a specific realm opens up the choices nicely (though this isn&#039;t exactly lore-accurate, but whatever)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34520</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34520"/>
		<updated>2021-01-05T04:15:53Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* The Eidolons are expensive in terms of cash.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
* Your Battletome is from before AoS2, and whilst it&#039;s still in decent shape, you are still behind other armies.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the fourth-oldest active Battletome and thus relatively due for an update (Maggotkin of Nurgle, Legions of Nagash, and Daughters of Khaine all predate this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book. It&#039;ll be interesting to see which will end up coming first, a new Idoneth Deepkin battletome or a new edition of AOS.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may takea different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army - put the bearer at the front of your army and activate this in your opponent&#039;s shooting phase. The bearer can&#039;t be targeted because of the Cloud, and the rest of your Deepkin can&#039;t be targeted because they&#039;re not the closest unit.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
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===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**Make Volturnos jealous of your prowess by giving your Akhelian King the Incandescent Rageblade from Aqshy.  Having 1 of the bearers melee weapons scores 2 hits instead of 1 PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability and/or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120/360, Min:10, Max:30). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 120, Min:10, Max:20). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 140, Min:3, Max:12). Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 170, Min:3, Max:12)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. It&#039;s crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. It&#039;s fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, thats sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead everyone with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (790pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (700pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1420pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave.&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar&#039;&#039;&#039;: They offer the widest variety out of all the allies, particularly the aelven forces.  Here&#039;s a more comprehensive description of what works with Idoneth:  &lt;br /&gt;
** Word of Pain from a Sorceress helps with -1 to Hit spam in a mage heavy list, a Loremaster dropping Hand of glory on a King or Storm Eidolon can do nasty things to the enemy, an Archmage on Horse can keep up with the army and protect you from Mortal Wounds while an Archmage on Dragon brings a monster plus Dispel Magic (Just remember that they&#039;re susceptible to being sniped out).  &lt;br /&gt;
** Order Serpentis provide expendable cavalry with good saves to soak up fire for your Akhelians.  A Dragon or Hydra with Ionrach are good choices for fast heavy hitters and/or shooting.  &lt;br /&gt;
** While Scourge Privateers would be great thematically, only the Scourgerunner Chariot is really worth considering from this group (and there&#039;s a lot of bad blood between the two factions lorewise).&lt;br /&gt;
** Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
** Wanderers also offer several benefits.  A unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button that will likely enrage your opponents.  Sisters of the Thorn are an awesome addition to a Cavalry army and provide a very nice spell to boot.  Eternal Guards re-roll saves of 1 and 2 if they are in cover, are as fast as Namarti Thralls and cost 70 point per 10 models. A Waywatcher has the invisible hunter rule, which gives shooting units that target him -1 to hit, and can be given to other Wanderer units within 18&amp;quot; for 1 command point (combine with Tides of Death to make shooty armies cry).&lt;br /&gt;
*** Taking them as allies to an Ionarch army means &#039;&#039;Tides of Death&#039;&#039; can help ensure they get into combat unmolested.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants for Warmachine hunting without investing hundreds of points into a Soulscryer and an escort.  Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your general into a priest as well, or gives a priest as general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls (eels and the King are now 15&amp;quot;! turtles and sharks 13&amp;quot;) [sadly doesn&#039;t help non-Akhelians]&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Dwarfs, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the vast Realm Lores (7 per realm) [albeit limited to agreeing with your opponent about location before the game]&lt;br /&gt;
*if your 3 artefacts aren&#039;t suitable, claiming that your army is from a specific realm opens up the choices nicely (though this isn&#039;t exactly lore-accurate, but whatever)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=33451</id>
		<title>Age of Sigmar/Tactics/Order/Cities of Sigmar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=33451"/>
		<updated>2021-01-05T04:06:07Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* City Allegiance: {{color|MediumPurple|Anvilgard}} (Aqshy) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Cities of Sigmar|Logo=Empire.jpg|Alliance=Order|Motto=For the &amp;lt;s&amp;gt;Empire&amp;lt;/s&amp;gt; God-King!}}&lt;br /&gt;
The cities from the Firestorm campaign have finally gotten a 2nd edition battle tome. Humans, Aelves and Duardin join forces to be a bulwark against those who would tear down everything they have built. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Cities of Sigmar==&lt;br /&gt;
===Pros===&lt;br /&gt;
*If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that.&lt;br /&gt;
*[[AWESOME|Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!]]&lt;br /&gt;
*Low to average to hit rolls but Lots of ways to add +1 to hit.&lt;br /&gt;
*Many ways to generate CP.&lt;br /&gt;
*The synergies of the sub-factions can be united. Ever wonder what happens if you take the range power of Free Peoples, surviving skills of Dwarfs and the monsters of the Dark Elves? Now&#039;s your chance to find it out!&lt;br /&gt;
*One of the best ways to make a mixed Order List without needing allies. With additional synergies with Kharadron Overlords, Sylvaneth, and Stormcast Eternals, you can take some as part of your city.&lt;br /&gt;
*Battleshock won&#039;t be an issue. While the bravery of many units is average or bad, many cities (Hallowheart, Anvilgard, Hammeral and Tempest&#039;s Eye) have ways to avoid it with command ability, traits and artifacts.&lt;br /&gt;
*Plenty of opportunities for conversions and kitbashing.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Came at the cost of mass squatting, particularly of old [[High Elves (Warhammer Fantasy)|High Elves]] [[Lumineth Realm Lords|(&amp;lt;s&amp;gt;no longer an issue&amp;lt;/s&amp;gt; still no more dragons, lions, eagles, and a long etc.)]].&lt;br /&gt;
*A lot of remaining factions lost their units, like the Devoted of Sigmar losing Warrior-Priests, Witch Hunters, and the War-Altar. &lt;br /&gt;
*Locked into City allegiance and their associated realms of Aqshy or Ghyran. Must &amp;quot;Counts As&amp;quot; if your units aren&#039;t up to code and tough luck if you wanted Realm artefacts from elsewhere.&lt;br /&gt;
*All models that aren&#039;t included in any set box (Start Collecting, battle boxes, ...) can only be bought on the GW online store. That means you won&#039;t get the 10%-20% discount on your purchases that many other (online) stores provide.&lt;br /&gt;
*There are a ton of options that (over 50 warscrolls), for experienced players look as opportunities, but for new players can seem very daunting. New players will have a hard time getting started with this army.&lt;br /&gt;
*A lot of units can feel like repeats on paper compared to their previous iteration (many abilities are now +1 to hit, and some abilities were reappropriated by the cities), only set apart by their synergy with other models.&lt;br /&gt;
**Freeguild lost their Anti-charge support abilities, as well as their unique allegiance abilities from GHB2019, as [[FAIL|they are currently unable to interact with them due to the change in keywords from &amp;quot;Free Peoples&amp;quot; to &amp;quot;Freeguild&amp;quot;]]&lt;br /&gt;
**Darkling Coven units can&#039;t gain size bonus when near bigger units.&lt;br /&gt;
**Dispossessed lost anti-magic banners and Relentless, as well as any long-range gunlines beyond the Irondrakes.&lt;br /&gt;
**Wanderers can&#039;t Retreat and shoot or use the board edge for movement. As well as losing their Iconic glade archers, despite recently being given round bases.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Cities of Sigmar|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5lv2Q42hrIDrrqNi.pdf Cities of Sigmar Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Universal Allegiance Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strongholds of Order:&#039;&#039;&#039; [[FAIL|You &#039;&#039;&#039;must&#039;&#039;&#039; choose a city]]. You currently have 7 choices. Go wild. &lt;br /&gt;
(With the Broken Realms - Morathi book, 2 new cities will be added: Misthavn and Har Kuron.)&lt;br /&gt;
*For your chosen city, you gain all the &#039;&#039;Battle Traits&#039;&#039;. Your general gets one of the &#039;&#039;Command Traits&#039;&#039;; one hero, plus one hero per battalion, each chooses a unique &#039;&#039;Artefact Of Power&#039;&#039;; each wizard knows a spell from the &#039;&#039;Spell Lore&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplified Sorceries:&#039;&#039;&#039; If you cast an {{AOSKeyword|Endless Spell}}, it&#039;s always the empowered version, regardless of what realm you&#039;re playing in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors of the Realms:&#039;&#039;&#039; If you&#039;re using &#039;&#039;&#039;Malign Sorcery&#039;&#039;&#039; rules, your army must be from the realm your city hails from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honoured Retinue:&#039;&#039;&#039; If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a retinue (any unit of 5-20 models). If your general is within 3&amp;quot; of the retinue, each time your general takes a wound, on a 4+ the retinue takes it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The General&#039;s Adjutant:&#039;&#039;&#039; If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a friendly hero to be their adjutant. The adjutant must have a wound characteristic of 6 or less. If your {{AOSKeyword|general}} is within 3&amp;quot; of the adjutant at the start of your hero phase, roll a die. On a 4+, you get a CP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in your army can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Warscrolls|Stormcast]]}}. They gain the City keyword in place of their normal Stormhost keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
almost every unit has a Standard Bearer and a Musician for every 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; gains +1 bravery if the unit has one.&lt;br /&gt;
*&#039;&#039;&#039;Musician:&#039;&#039;&#039; Add 1 to charge rolls and also often run rolls if the unit has a Musician.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkCyan|Hammerhal}} (Aqshy or Ghyran)===&lt;br /&gt;
The flagship twin city with named Stormcast Characters. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;City of Two Realms&#039;&#039;&#039;: Hammerhal armies must be from Aqshy or Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banners Held High&#039;&#039;&#039;: [[Imperial Guard|At the start of your hero phase, roll for each unit that contains at least one banner or standard-bearer. For each 6, you get a CP.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Hammerhal&#039;&#039;&#039;: If [[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Named_Leaders|Aventis Firestrike]] is your general, you get an extra CP at the start of your first hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pride of Hammerhal&#039;&#039;&#039;: While wholly within your territory, your units ignore battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Purpose:&#039;&#039;&#039; You use this in the combat phase on a friendly {{AOSKeyword|HAMMERHAL}} unit that is wholly within enemy territory, wholly within 12&amp;quot; of a friendly {{AOSKeyword|HAMMERHAL HERO}} and within 3&amp;quot; of an enemy unit. It gets to pile in and attack again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Academiate Prodigy&#039;&#039;&#039;: Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point.&lt;br /&gt;
#&#039;&#039;&#039;Blood of the twelve&#039;&#039;&#039;: Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Aggressive General&#039;&#039;&#039;: Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the general if this general made a charge move in the same turn. Since it doesn&#039;t say round, it&#039;s only &#039;&#039;your player turn&#039;&#039;: YOU are aggressive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Armor of Malice&#039;&#039;&#039;: Add 1 to save rolls of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Saint&#039;s Blade&#039;&#039;&#039;: Pick 1 melee weapon of the bearer, improve its rend by 1. While the bearer is within 6&amp;quot; of an objective marker, add 1 to damage inflicted by the weapon.&lt;br /&gt;
#*Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They&#039;ve just become really good on your mobile griffon general or dragon-riding dark elf. It makes me want to take 5 attack sword or 4 attacks lance instead of 3 attacks great weapon in order to double down on the damage potential.&lt;br /&gt;
#&#039;&#039;&#039;Twin Stones&#039;&#039;&#039;: You can activate this artefact in each of your hero phases, if you do so, chose which aspect you want to use.&lt;br /&gt;
#*Aqshy Aspect, Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#*Ghyran aspect, roll a d6 for every unit wholly within 12&amp;quot; of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Wings of Fire&#039;&#039;&#039;: Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Cinder Cloud&#039;&#039;&#039;: Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mystifying Miasma battlemage to give targeted penalties to compound the debuff. &lt;br /&gt;
#&#039;&#039;&#039;Twin Tailed Comet&#039;&#039;&#039;: Cast on a 7, &amp;lt;s&amp;gt;you kickstart the events of Total Warhammer II&amp;lt;/s&amp;gt; pick one enemy unit within 18&amp;quot; of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|MediumPurple|Anvilgard}} (Aqshy)===&lt;br /&gt;
The Tortuga of the Mortal Realms. Currently conquered and renamed Har Kuron but remains playable, as you either play the city in a time before Morathi&#039;s hostile takeover or take on the role of the city&#039;s Sigmarite loyalists waging a guerilla war against Morathi&#039;s forces.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Illicit Dealings:&#039;&#039;&#039; Choose one of the following:&lt;br /&gt;
#&#039;&#039;Black Market Bounty&#039;&#039;: 1 extra {{AOSKeyword|ANVILGARD}} Artefact of Power&lt;br /&gt;
#&#039;&#039;Dabblings in Sorcery&#039;&#039;: 1 additional {{AOSKeyword|ANVILGARD}} Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse&lt;br /&gt;
#&#039;&#039;Hidden Agenda&#039;&#039;: D3 extra command points&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly &#039;&#039;&#039;ANVILGARD&#039;&#039;&#039; unit wholly within 12&amp;quot; of an {{AOSKeyword|ANVILGARD}} hero. One model is slain, but all {{AOSKeyword|ANVILGARD}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakeblood Curses:&#039;&#039;&#039; One Dragon/Kharibdyss/War Hydra, plus one per Battalion, can have a Drakeblood Curse. No model may have more than one curse, and no curse may be taken more than once.&lt;br /&gt;
# &#039;&#039;&#039;Acidic Blood&#039;&#039;&#039;: Roll a dice each time the unit is allocated a wound in melee that wasn&#039;t negated. On a 4+, the damaging unit takes 1 mortal wound. Annoy your enemies who try to take down your War Hydra!&lt;br /&gt;
#&#039;&#039;&#039;Jutting Bones&#039;&#039;&#039;: After the model makes a charge, pick an enemy unit within 1&amp;quot;. On a 2+, target takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Felgaze&#039;&#039;&#039;: 12&amp;quot; -2 bravery bubble. When stacked with the Kharibdyss’ already existing aura, you got the perfect anti-horde monster that can chew through Grots and Skaven like Thanksgiving dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Blackfang Crimelord&#039;&#039;&#039;: Pick 2 Illicit Dealings instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Slayer of Monsters&#039;&#039;&#039;: +1 to hit and wound rolls if you target a &#039;&#039;&#039;MONSTER&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Secretive Warlock&#039;&#039;&#039;: If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drakescale Cloak&#039;&#039;&#039;: 5+ FNP, something you would want on your monster riding heroes.&lt;br /&gt;
#&#039;&#039;&#039;Venomfang Blade&#039;&#039;&#039;: Pick 1 weapon. If the wound roll of the attack is an unmodified 6, it deals D3 mortal wounds in addition to any normal damage. Stack with the assassin’s Venom ability for hilarity to ensue.&lt;br /&gt;
#&#039;&#039;&#039;Asphyxia Censer&#039;&#039;&#039;: At the end of the combat phase, each enemy unit within 3&amp;quot; of the bearer on a 4+ takes D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Vitrioc Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|MediumPurple|Har Kuron}} (Aqshy)===&lt;br /&gt;
Formally Anvilgard, it has turned into New Dark Aelf City thanks to [[Morathi]]. Revolves solely on Darkling Covens, Scourge Privateers and Order Serpentis, with support from the Daughters of Khaine.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; Forget all the other Cities of Sigmar sub factions, you can only use {{AOSKeyword|Darkling Covens}}, {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Scourge Privateers}}, and {{AOSKeyword|Shadowblades}} from the battletome. You&#039;re also restricted from using the universal Ways of the Free Peoples, so no more General&#039;s Adjundants, wound-shielding retinues or bolstered Endless Spells if you wish to become Druchii, once more. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple of Khaine:&#039;&#039;&#039;  &lt;br /&gt;
**One in four units can be taken from the {{AOSKeyword|Daughters of Khaine}}.&lt;br /&gt;
**Each of your hero phase, 1 {{AOSKeyword|Daughters of Khaine Priest}} can attempt to recite an exclusive prayer.&lt;br /&gt;
***&#039;&#039;Incitement of Murder&#039;&#039;: A {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; inficts exploding double hits on hit rolls of 6. Terrifying on Bleakswords as they already do that, so every 6 turn into 3 successful strike. Also brutal on Dreadspears as 6s will provide double hits that BOTH result as Rend -1. Mortek Guard have just left the chat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; of an {{AOSKeyword|Har Kuron hero}}. One model is slain, but all {{AOSKeyword|Har Kuron}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood&#039;&#039;&#039;: Gains +1 wound and heals 1 each of you Hero phases&lt;br /&gt;
#&#039;&#039;&#039;Murderous Zealot&#039;&#039;&#039;: May attempt to use &#039;&#039;Incitement of Murder&#039;&#039; like a priest, or can attempt &#039;&#039;Incitement of Murder&#039;&#039; twice if they already can.&lt;br /&gt;
#&#039;&#039;&#039;Dark Adept&#039;&#039;&#039;: If the general is a Wizard, they can cast a extra spell. If not, they become a Wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Lifetaker:&#039;&#039;&#039; During shooting phase pick enemy within 36&amp;quot;, take 1MW on 3+ or D3 on 6 roll.&lt;br /&gt;
#&#039;&#039;&#039;Traitor&#039;s Banner:&#039;&#039;&#039; Friendly units wholly within 12&amp;quot; are -1 to hit by missile weapons.&lt;br /&gt;
#&#039;&#039;&#039;Nullstone Vizard:&#039;&#039;&#039; Each of your Hero phases while on the field, gain CP on 5+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. they are +1 to wound until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Vitriolic Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; CV6. Caster gains a M16&amp;quot; and Fly until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; CV7.  Back again to ruin the lives of slow units like Ogres and Seraphon. If cast, pick a visible enemy unit within 18&amp;quot;. Roll 2D6 and they take MW equal to the Different between Movement and roll.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Atop Titanspear Mountain:&#039;&#039;&#039; Tempest&#039;s Eye armies must be from Aqshy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alert and Forewarned:&#039;&#039;&#039; Add 3&amp;quot; to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrunners of the Realms:&#039;&#039;&#039; Add 1 to run rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standing Contracts:&#039;&#039;&#039; 1 in 4 units can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Kharadron Overlords#Warscrolls|Kharadron Overlords]]}}. They gain the Cities of Sigmar and Tempest&#039;s Eye keywords.&lt;br /&gt;
**Observe a 90 point unit of Bleakswords: high bravery 4+ save battleline that may score 1 or 2 extra hits in melee and compare them with Arkanauts: high bravery 4+ save battleline that has the same melee profile but they can shoot reliably at short and medium ranges! You obviously &#039;&#039;will&#039;&#039; take the special weapons for every 10, which means that you can actually get two melee rend -1 and d3 damage attacks with a skypike; the excellent rend -2, d3 damage and 18&amp;quot; range of the skyhook and the 6 shot bullet spam at 12&amp;quot; range of the volley gun. That&#039;s on top of a +1 to hit if your unit is wholly within 9&amp;quot; of an objective. You can obviously combo that with a Celestial Hurricanum to get hits on 2+. Oh and I forgot to mention, on top of the juicy special weapons above, every other guy gets a two shot pistol!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rapid Redeploy&#039;&#039;&#039;: In the shooting phase, pick a {{AOSKeyword|Tempest&#039;s Eye}} unit wholly within 12&amp;quot; of hero. That unit can shoot even if it ran in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Aether Guard Captain&#039;&#039;&#039;: Add 1 to charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Hawk Eyed&#039;&#039;&#039;: Add 1 to wound rolls for missile attacks made by friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Swift as the Wind&#039;&#039;&#039;: Can run and charge. Hero and mount fight at the start of the combat phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Patrician&#039;s Helm&#039;&#039;&#039;: Do not take battleshock for friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Seerstone Amulet&#039;&#039;&#039;: If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP.&lt;br /&gt;
#&#039;&#039;&#039;Zephyrite Banner&#039;&#039;&#039;: Reroll charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Aura of Glory&#039;&#039;&#039;: Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the caster. Damn! Stack this on your aether-chestmisted Balloon dudes to triple their melee output!&lt;br /&gt;
#&#039;&#039;&#039;Strike of Eagles&#039;&#039;&#039;: Cast on a 7, pick one enemy unit within 30&amp;quot; of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range!&lt;br /&gt;
#&#039;&#039;&#039;Celestial Visions&#039;&#039;&#039;: Cast on a 7, get a CP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
The city of magic. If you want to always cast a spell and have your opponent watch as they can&#039;t unbind them, here&#039;s your place.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039;: If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mage of the Whitefire Council&#039;&#039;&#039;: Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Arcane Channeling&#039;&#039;&#039;: Start of the hero phase. Pick 1 friendly hero wizard and roll a die. 1) that unit suffers that many mortal wounds. 2) for each mortal wound dealt and not negated by any means, your wizards within 12&amp;quot; get that roll&#039;s result as a bonus to cast until the start of your next hero phase. Remember, in order to be able to measure to the model, &#039;&#039;it must not be dead&#039;&#039;! Works better on units with lots of wounds, such as celestial hurricanums and luminarks of hysh. Consider casting sear wounds (with + a lot to cast) to heal it right back off!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Blazing Crusade&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 18&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Warden of the Flame&#039;&#039;&#039;: Start of your hero phase, on a 4+ you get an extra CP. If you were going to use your CPs for battleshock immunity, why not use the previous command trait instead?&lt;br /&gt;
#&#039;&#039;&#039;Famed Spell Hunter&#039;&#039;&#039;: If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Agloraxi Prism&#039;&#039;&#039;: Subtract 1 from missile attacks that target the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Pauldrons of Living Flame&#039;&#039;&#039;: End of the combat phase, roll a die for each enemy unit within 3&amp;quot; of the bearer, on a 4+ they take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Whitefire Tome&#039;&#039;&#039;: If bearer is a wizard, they know all the spells from the Lore instead of 2. Otherwise, they know one spell and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The masters of magic get 6 spells instead of the usual 3! Not just that - each of your wizards gets 2 of them on top of their normal spells, leading to unparalleled choice when it comes to casting.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Roaming Wildfire&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6&amp;quot;, on a 4+ those units also take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Sear Wounds&#039;&#039;&#039;: Cast on a 6, pick a friendly unit within 18&amp;quot; of the caster that is visible. Heal d6 wounds allocated to that unit.&lt;br /&gt;
#&#039;&#039;&#039;Elemental Cyclone&#039;&#039;&#039;: Cast on a 6, pick one enemy unit within 12&amp;quot; that is visible and roll a die per model unit that is within 12&amp;quot; of the caster, on a 4+ they take a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Warding Brand&#039;&#039;&#039;: Cast on a 6, target a friendly unit wholly within 18&amp;quot; and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Aegis&#039;&#039;&#039;: Cast on a 5, until the start of your next hero phase, add 1 to the rolls for &#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039; trait for friendly units wholly within 12&amp;quot; of the caster. You can now ignore spells and endless spells on a 4+!&lt;br /&gt;
#&#039;&#039;&#039;Ignite Weapons&#039;&#039;&#039;: Cast on a 6, pick a friendly unit wholly within 18&amp;quot; of the caster that is visible to them. Add 1 to wound rolls made by that unit until the start of your next hero phase. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Symbol of the alliance between Sigmar and Alarielle. The ambush and flanking shenanigans city, with access to extra healing and Sylvaneth units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Living Wargroves:&#039;&#039;&#039; 1 in 4 units can include {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Sylvaneth#Warscrolls|Sylvaneth]]}} units while adding the keywords {{AOSKeyword|Cities of Sigmar}} and {{AOSKeyword|Living City}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunters of the Hidden Paths&#039;&#039;&#039;: Similar to Sylvaneth (but more restricted), instead of setting up a {{AOSKeyword|Living City}} unit on the battlefield, you can say that it is set up in the hidden paths. You can set up a unit in reserve for each {{AOSKeyword|Living City}} unit you have on the battlefield (therefore this excludes potential allied units from the count). At the end of the movement phase, you can set them up wholly within 6&amp;quot; of the battlefield edge more than 9&amp;quot; from any enemy units. Make sure to deploy them at that latest on turn 3, because at the start of turn 4 any units that are still in the hidden paths are destroyed. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attuned to Nature&#039;&#039;&#039;: In your hero phase, heal 1 wound allocated to every {{AOSKeyword|Living City}} unit.&lt;br /&gt;
**great on units with Damage charts, Hyrdas are harder to kill. Also, weirdly, this does not exclude Steam tanks which gives those units much greater survivability without needing a cogsmith for repairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Strike and Melt Away&#039;&#039;&#039;: end of shooting phase, pick one friendly {{AOSKeyword|Living City}} unit &#039;&#039;that shot that phase&#039;&#039;, is more than 9&amp;quot; from enemy units and wholly within 18&amp;quot; of a friendly {{AOSKeyword|Living City hero}}. That unit can move, it cannot run.&lt;br /&gt;
**This is INSANE for units that want to go into combat and combos perfectly with the Hidden Paths: you can deep strike your unit 9&amp;quot; away (say, into cover), shoot stuff with your shadow warriors getting the bonus to cover, then move them 6&amp;quot; (because you also deep struck a support hero nearby in order to use command abilities). Your charge now became a 3&amp;quot; charge. With other types of units, you can position them however you need, and then fade off in the distance: this is good for shooty and melee stuff like corsairs with crossbows and sisters of the watch, but for highly mobile shooting units it is extremely potent: try it with units such as dark riders, outriders, luminarks of hysh line of mortal wounds, Drycha, artillery pieces, scourge runner chariots, FREAKING STEAM TANKS, Durthu, any stormcast with a &amp;gt;9&amp;quot; shooting attack, drakesworn templar, any of the non-hero dracoth units, palladors, etc etc etc etc etc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Artisan&#039;&#039;&#039;: Add 1 to saves and on to-wound rolls for this general.&lt;br /&gt;
#&#039;&#039;&#039;Farstrider&#039;&#039;&#039;: Can run and charge. Friendly units are not affected by the Deadly Scenery rule if they are wholly within 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Druid of the Ever Spring Circle &#039;&#039;&#039;: If your general is a wizard, they know all of the spells of the Lore of Leaves. If they are not a wizard they know one spell and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Spear of the Hunt&#039;&#039;&#039;: Pick one melee weapon of the bearer, improve its rend by 1. Bearer and their mount fights at the start of the combat phase if they made a charge this turn.&lt;br /&gt;
#&#039;&#039;&#039;Deepmire Cloak&#039;&#039;&#039;: If the bearer has a wounds characteristic of 6 or less, they cannot be chosen as the target of a missile attack if they are in cover. If they have 7 or more wounds, they inflict -1 to missile weapons that target the bearer if they are in cover.&lt;br /&gt;
#&#039;&#039;&#039;Wardroth Horn&#039;&#039;&#039;: Once per battle in your hero phase you can sound the horn: add 1 to attacks of friendly {{AOSKeyword|Living City Sylvaneth}} units until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Life Surge&#039;&#039;&#039;: Cast on a 6, pick 1 friendly model within 18&amp;quot; of the caster. You can heal d6 wounds that were allocated to the model.&lt;br /&gt;
#&#039;&#039;&#039;Cage of Thorns&#039;&#039;&#039;: Cast on a 7, pick 1 enemy unit that&#039;s within 18&amp;quot; of the caster and that is visible, halve the move characteristic of that unit until the start of your next hero phase. Also, until the start of your next hero phase, the first time that unit moves it takes d6 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Skin&#039;&#039;&#039;: Cast on a 6, pick 1 friendly wholly within 18&amp;quot; of the caster and visible, subtract 1 from wound rolls that target that unit until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The polluted, industrial gunpowder city in the Realm of Life. Your superior firepower city, with emphasis on artillery and ranged units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Amidst the Ghoul Mere:&#039;&#039;&#039; Greywater Fastness is from Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Runelord:&#039;&#039;&#039; In your hero phase, ONE {{AOSKeyword|Greywater Fastness Runelord}} can chant the following prayer as well as one from their warscroll.&lt;br /&gt;
**&#039;&#039;Rune of Unfaltering Aim:&#039;&#039; On a 2+, select a friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal war machine}} within 3&amp;quot;, until the start of your next hero phase it gets +1 to hit with its missile weapon attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home of the Great Ironweld Guilds:&#039;&#039;&#039; Friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal}} missile attacks have their maximum range increased by 3&amp;quot;. In a pitched battle, you can include an additional artillery unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:Salvo Fire&#039;&#039;&#039;: Use this in your shooting phase. Pick 1 friendly {{AOSKeyword|Greywater Fastness}} Freeguild Handgunners or Irondrakes unit wholly within 12&amp;quot; of a hero. Add 1 to hit rolls for missile attacks made by that unit until the end of the phase. Doesn&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seat on the Council&#039;&#039;&#039;: If this general is on the battlefield, roll a dice in your hero phase. On a 4+ you gain a CP.&lt;br /&gt;
#&#039;&#039;&#039;Drillmaster&#039;&#039;&#039;: Reroll hit rolls of 1 for friendly missile weapon attacks made by units wholly within 12&amp;quot; of this general as long as the general is more than 3&amp;quot; away from any enemy units.&lt;br /&gt;
#&#039;&#039;&#039;Ghoul Mere Ranger&#039;&#039;&#039;: Friendly units wholly within 12&amp;quot; of the general can run and still shoot later in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Steam Piston Plate Mail&#039;&#039;&#039;: Add 1 to save rolls for the bearer. If the bearer does not have a mount, add 1 to its move.&lt;br /&gt;
#&#039;&#039;&#039;Runic Munitions&#039;&#039;&#039;: Pick 1 of the bearer&#039;s missile weapons, add 1 to its damage characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Magnificient Macroscope&#039;&#039;&#039;: Start the game with 1 extra CP, and add 1 to hit for missile attacks made by the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Descending Ash Cloud&#039;&#039;&#039;: Cast on a 6, pick an enemy unit within 18&amp;quot; that is visible to the caster, subtract 1 from hit rolls made by that unit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Eroding Blast&#039;&#039;&#039;: Cast on a 6, pick a terrain feature wholly within 18&amp;quot; and visible to the caster. Roll a die for every model within 1&amp;quot; of the feature. On a 5+ they suffer a mortal wound. In addition until your next hero phase that terrain gains the Deadly Scenery Rule.&lt;br /&gt;
#&#039;&#039;&#039;Choking Fumes&#039;&#039;&#039;: Cast on a 6, pick 1 enemy unit within 15&amp;quot; that is visible to them, roll a die for every model that is within 15&amp;quot;. For each 5+ that unit suffers a mortal wound. Combine with balewind vortex to get a bit more range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Phoenix city resurrected from amber&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Revenants:&#039;&#039;&#039; Add 1 to hit and wound rolls for melee weapon attacks if any friendly {{AOSKeyword|Phoenicium}} units have been destroyed in the same phase.&lt;br /&gt;
**Read as &amp;quot;this army is for MSU and chaff users&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood of the Phoenix:&#039;&#039;&#039; Both types of phoenixes get an extra wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Living Idol&#039;&#039;&#039;: Use in the combat phase, pick a {{AOSKeyword|Phoenix Hero}} unit. If a {{AOSKeyword|Phoenicium model} is slain within 12&amp;quot; of it, the destroyed model can fight before it&#039;s removed.&lt;br /&gt;
**This is more guaranteed to happen if you set it up than the Skaven&#039;s death frenzy spells, which can fail to be cast or be dispelled. If building Phoenicium lists, I would try to build around this ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seeker of Vengeance&#039;&#039;&#039;: Add 1 to the attack characteristic of the general&#039;s melee weapons if a friendly model has been slain this phase, add 3 instead if 5 or more models were slain. Use this on a tanky hero, because you&#039;re waiting until your opponent kills a model somewhere before hitting with your hero. I recommend a frost phoenix.&lt;br /&gt;
#&#039;&#039;&#039;One with Fire and Ice&#039;&#039;&#039;: If your general is a wizard, they know all spells from the Lore of the Phoenixes. Otherwise, they can cast one spell from that lore.&lt;br /&gt;
#&#039;&#039;&#039;Aura of Senerity&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 12&amp;quot; inches of the general. With the amount of stuff you are trying to get killed just to proc your bonuses, maybe this is a good idea, maybe it&#039;s a bad one?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Armor&#039;&#039;&#039;: If the attack that targets the bearer has a rend characteristic of -1, change it to &amp;quot;-&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Pinion&#039;&#039;&#039;: Bearer can fly as well as run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Pyre Ashes&#039;&#039;&#039;: If you roll a natural 6 when saving for the bearer, you can heal 1 wound allocated to the bearer. Troll the shit out of your opponents with this item on a fucking frost phoenix.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Tide&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; and visible. Until the start of your next hero phase, halve their movement. Not as good as living city bramble/thorn cage, which inflicts mortal wounds if they move!&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Cries&#039;&#039;&#039;: Cast on a 5, until the start of your next hero phase, subtract 1 from the bravery characteristic of enemy units while they are within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Golden Mist&#039;&#039;&#039;: This is the one you&#039;re taking. Cast on a 6, heal d3 wounds to each friendly {{AOSKeyword|Phoenicium}} unit within 12&amp;quot; and visible. Because you&#039;re not resilient enough. Combo this with emerald lifeswarm to troll the fuck out of your opponents some more!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkMagenta|Misthåvn}} (Ulgu)===&lt;br /&gt;
The City of Scoundrels, wracked with drug trafficking and corruption. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Port&#039;&#039;&#039;: Misthåvn armies must be from Ulgu.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underhanded Tactics&#039;&#039;&#039;: A restrictive form of deepstrike. For every {{AOSKeyword|Darkling Coven}}, {{AOSKeyword|Freeguild}}, and {{AOSKeyword|Duardin}} (including allied Fyreslayers and Kharadron) you deploy on the battlefield, you can set up 1 unit of {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Shadowblades}}, or {{AOSKeyword|Scourge Privateers}} in reserve. These units must contain no more than 10 models. You can bring them in anywhere more than 9&amp;quot; away from enemies at the end of any of your movement phases. Deepstriking dragons, anyone?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misthåvn Narcotics&#039;&#039;&#039;: Give your heroes magical drugs! 1 hero per army, +1 per warscroll battalion, can pick a narcotic, which are all one time use affects you activate in your hero phase. No duplicates or multiples on a single hero (but they can still take relics). Has no affects on mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Shadowstrike:&#039;&#039;&#039; You can use this when a unit of yours deepstrikes onto the field within 12&amp;quot; of a friendly hero. That unit can move d6&amp;quot; (it cannot run). Helps get that charge off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Shadowlord&#039;&#039;&#039;: Once per battleround, the general can use the Shadowstrike Command ability for free. make sure you get them in a good position.&lt;br /&gt;
#&#039;&#039;&#039;Wily Foe&#039;&#039;&#039;: 6+ roll to ignore wounds and mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Shade Warlock&#039;&#039;&#039;: The general knows Arcane Bolt and Mystic Shield and can cast 1 spell a turn. If its already a WIZARD, it gets 1 extra cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Gloom Bell&#039;&#039;&#039;: Once per battle, at the start of the enemy shooting phase, you can ring the bell to make a 12&amp;quot; bubble of -1 to hit for the phase. Take that Skaven! We have bells too!&lt;br /&gt;
#&#039;&#039;&#039;Strangler-Kelp Noose&#039;&#039;&#039;: Once per battle, at the start of the a combat phase, pick 1 model within 3&amp;quot; of the bearer and roll a die. If the roll is less than the model&#039;s Wound characteristic, or the roll is a 6, that model can&#039;t fight. That&#039;s a 5/6 chance to stop a 5-wound hero from attacking, and it is actually guaranteed against anything bigger. Hand this to a duelist or monster hunter and go strait for the biggest thing on the board. This does sound a bit werid though, so we might be expecting an FAQ.&lt;br /&gt;
#&#039;&#039;&#039;Shadowsilk Armor&#039;&#039;&#039;: +1 to saves. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Misthåvn Narcotics}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Synesthalcum&#039;&#039;&#039;: +1 to hit rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Witch-mist&#039;&#039;&#039;: Become a ghost for a round, and the hero ignores save modifiers till the next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Skiffer&#039;s Salve&#039;&#039;&#039;: the user heals d6 wounds, but gets a bit too high and can&#039;t run or charge. Use when your already stuck in. &lt;br /&gt;
#&#039;&#039;&#039;Float&#039;&#039;&#039;: Get so high you can fly. Seriously, it lets the hero fly till your next hero phase. Can&#039;t be used if the hero has a mount.&lt;br /&gt;
#&#039;&#039;&#039;Sawfang Dust&#039;&#039;&#039;: each time the user fights, pick 1 unit afterwards within 1&amp;quot;. On a roll of 4+, it suffers d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Glatch Ink&#039;&#039;&#039;: +1 to casting, unbinding, and dispelling rolls until your next hero phase. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|red|Human}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
This encompasses the {{color|DeepPink|Collegiate Arcane}}, assorted wizards in dresses and magical scenery; the &amp;lt;span style=&amp;quot;color:DarkRed;&amp;quot;&amp;gt;Devoted of Sigmar&amp;lt;/span&amp;gt;, aka Flagellants; and all &amp;lt;span style=&amp;quot;color:Crimson;&amp;quot;&amp;gt;Freeguild&amp;lt;/span&amp;gt;, what remains of the Empire list. It turns out that thousands of years later, in a totally different place in time and space, men and women still dress in exactly the same silly feathered hats and pantaloons. &lt;br /&gt;
&lt;br /&gt;
The overall best army of the Cities and the one with more units. Hero are good at support and damage dealers, great blocks of specialized infantry, two fantastic units of shooters and fast, hard hitting cavalry. Their weak points are generally bad bravery, the fact that you have to not move for using them at their best and being quite frail against -rend units, because the average saves run around 5+/4+. They are at the center of tons of armies lists, being easily supported by others races.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneral_eng.pdf Freeguild General]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, 100p): An anchor for human lines, Giving Freeguild +1 bravery and a CA that grants 3 units +1 hit &amp;amp; wound if they don&#039;t move or charge. Pop this on units that don&#039;t need to move like handguns, and/or on Freeguild Guard so they hit hard during the opponents turn. They are what make Human Guns so much more Dangerous, and makes stealing important objectives from Spears so much harder. Also, while being somehow squishy with a 4+ save and 5 wounds, he can pull out some really good damage with his FUCKhuge sword, with a stat of 3 attacks at 3+/3+/-2/D3, also a extra mortal wounds on six to hit rolls. Not a character killer,  yes, but don&#039;t underestimate him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneralongriffon_eng.pdf Freeguild General on Griffon]&#039;&#039;&#039;({{color|Crimson|Freeguild}}, 320pts): A more capable use of the griffon, though you are certainly paying for the cost. Your loadout is actually quite flexible between the flurry of attacks from your sword, your few but deadly hammer hits, and the mid-point lance, followed by the option for either a shield to boost your save from 4+ to 3+ or leave it for +1 to run and charge rolls. Whatever you pick, your get a CA that still capitalizes on charging with a 12&amp;quot; aura of +1 to charge rolls and hit rolls so you can make the most of that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemage_eng.pdf Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 110pts): Your go-to wizard, able to pick which Realm they specialized in which gives them: A unique spell and Casting bonus while in that realm. Despite how it initially looks, Azyr wizards are better against elite armies than horde ones, aim for the support, ideally the ones with the aura abilities and know you&#039;re likely going to be hitting one or two elite squads around them. If you want something better against hordes then you want Aqshy, fireball scales in damage with however many models are in the target unit so large squads with high saves are ideal. Ulgu wizards are a pretty good warning against anybody threatening a vulnerable squad and gives them at least a chance to run away, while Shyish wizards could be the thing you need to turn around a contested battle or wipe out a unit with Battleshock before they can break away. If you want a protective ability then you need to go with Hysh to drop -1 to hit for enemy units targeting a unit, which is very good since it works on everything, especially when you use it on something that can already take a beating like a unit of Phoenix Guard. Ghyran ends up being somewhat pointless, since if you want charge protection you&#039;ll be taking Cage of Thorns instead to halve their movement and deal Mortal Wounds, and even Chamon is better for that. Speaking of which, Chamon is pretty good if you&#039;re going missile-heavy and want to focus down something elite while avoiding combat with them. In general it&#039;s a must-have if you&#039;re up against Stormcast Eternals or Kharadron Overlords. Finally, Ghur is a great spell if you&#039;re going melee-focused or you want to abuse the easy charges you can get from the Living City or the tempest&#039;s eye command trait and artifact, who give +1 to charge and re-roll them automatically. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemageongriffon_eng.pdf Battlemage on Griffon]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 300pts): You get a flying Ghur wizard with a capable but quite squishy beast. The two-headed griffon can at least throw out some blows with its bite (Doubling hits for each 6 to hit) and claws (though those drop with damage). Your wizard, on the other hand, is more capable at shooting, with his special spells being Wildform (see above) and Amber Spear, a pretty effective beam of damage with few hangups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum with Celestial Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 280pts): Slapping a wizard onto this doesn&#039;t do much besides making a bigger target. What it does provide, though, is the absolutely sick Comet of Cassandora spell, now always able to deal damage, though it&#039;s best suited for slow, plodding fools (or just get a Metal Wizard to slow them first and then smash &#039;em).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh with White Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 270pts): The aura of protection makes putting a Hysh wizard less of a gamble, though you&#039;re still a visible target. You also get the Burning Gaze spell, which is the final word on eradicating mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildguard_eng.pdf Freeguild Guard]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline: 80/280pts, min 10, max 40): These guys are as good as ever. They lost the possibility of having shields with every other weapon and the militia equipment, gaining instead generally better equipment and ability. Halberds are quite terrifying now, with a 3+ for wound and -1 rend. Better save with shield and swords and a really nasty ability with the spear. Always take in large crowds and take the best weapon for the occasion. (Spears get in more attacks and charging them a nightmare, Sword &amp;amp; board grants durability, and halberds helps smake up tougher units when you can&#039;t have the numbers advantage)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildcrossbowmen_eng.pdf Freeguild Crossbowmen]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Your long-range shooting. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 attack with their Crossbow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildhandgunners_eng.pdf Freeguild Handgunners]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Trade range for rending on their shots and Quantity for consistency. These guys get a nice nerfed, going from &amp;quot;terrifyingly op&amp;quot; to &amp;quot;nice normal shooter&amp;quot; [Wrong, there was no nerf - both +1 requirements were put into one rule granting a single extra +1 and they just got their base hit improved by 1 to a 4+: considering the unit size requirement for the bonus went down to 10, this is objectively a buff, making it easier to take MSU for long rifles while keeping +1&#039;s to hit]. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 to with their guns, but their low range makes them not that dangerous and almost vulnerable to fast units. Now it&#039;s only their ability to shoot at charging units, use it wisely. The units&#039; MARKSMAN can take a Repeater Handgun for more shot or Long Rifle which is a 30&amp;quot; D2 gun that ignores Look Out, Sir! for picking out weak support heroes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgreatswords_eng.pdf Freeguild Greatswords]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 140/360pts, min 10, max 30): Elite infantry without question. Though with a rather weak 6 Bravery, you get some pretty effective weapons that deal mortal wounds on unmodified 6&#039;s to hit. They&#039;re especially effective as a retinue, as they&#039;ll get an additional +1 to hit for being in range of any {{AOSKeyword|Freeguild Hero}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_demigryphknights_eng.pdf Demigryph Knights]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 180pts, min 3, max 12): Tough guys with some good mobility. Though your loadout&#039;s either stuck between the lance&#039;s charge bonus or the all-rounder halberd, you always get your menacing mount&#039;s attacks for the chance to pop some mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildoutriders_eng.pdf Freeguild Outriders]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): Your mobile Gunners, able to Retreat and/or Run, and still shoot. Repeater Handgun can deal a lot of inaccurate shoots, especially if they&#039;re not near an enemy for D3+1 attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildpistoliers_eng.pdf Freeguild Pistoliers]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): short-ranged guns, and can re-roll run and charge rolls. They do bring Rend and a lot of attacks, especially since they get to shoot again when they charge. With all this attacking, they are likely to deal many wounds before that target gets their swing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flagellants_eng.pdf Flagellants]&#039;&#039;&#039; ({{color|DarkRed|Devoted of Sigmar}}, Conditional Battleline: Human General, 80/280pts, min 10, max 40): That cheap unit that likes dying. Also, they keep devoted of Sigmar keyword, so you CAN ally warrior priest to power them and intentionally kill them with endless spells for more attacks. A perfect fit for The Phoenicium Battleines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 220pts): This is purely made to support your forces, provided its own killer shooting and auras for supporting your entire army. Your men will love the +1 to hit while within range of it, though that requires that they protect it to ensure the range, while Wizards of any realm can benefit with a +1 to all casting from it. In all cases, keep it away from any means of battle. Also, it&#039;s weapon is one of the best mortal wounds dealers in the game, being capable of doing a best 3D3 mortal wounds on any target, basically killing any less hero stupid enough to get too close. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 210pts): The more protective of the giant casty-engines. This one&#039;s got auras of wound-negating (range limited by damage) and grants nearby wizards +1 to unbind. While the Hurricanom operates its weapon based on a burst of shots, this one fires a singular laser beam of doom, its effectiveness restrained only by damage. A stupidly good combination with flagellants, giving you the possibility of kill them (extra attacks) and give them a (weak-but-better-then-nothing) defense. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SteelBlue|Duardin}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the {{color|SteelBlue|Dispossessed}}, or Dwarfs if you&#039;re still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest&#039;s Eye.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don&#039;t really needs wizards thanks to their runelords. Unfortunately, they are slow, can&#039;t use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wardenking_eng.pdf Warden King]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 110pts): A Powerful Lynchpin for the DISPOSSESSED bunker as he can grant a Battleshock immunity aura for not moving, and a CA that let&#039;s him pick an enemy unit within 18&amp;quot; of him. Any DISPOSSESSED unit attacking the selected enemy in melee get +1 attack. When paired with other Allegiance abilities he makes Ironbreakers and Hammerers a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_runelord_eng.pdf Runelord]:&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 90pts): One of the best Anti magic Heros in the game, worth taking even if you don&#039;t have other DUARDIN. They can unbind magic and have a +2 when they make the roll. They also support with a DISPOSSESSED Prayer that either gives a DISPOSSESSED within 16&amp;quot; a Feel no pain on a six or give their weapons -1 more rend. Put a luminark together with this guy and get a double feel no pain against mortal wounds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_longbeards_eng.pdf Longbeards]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 110/270pts, min 10, max 30): The old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren&#039;t that overpower now, and you can&#039;t get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (for when you expect to be on the receiving end of a devastating charge and you aren&#039;t in range of a Warden King&#039;s battleshock immunity bubble), make dispossessed units (wholly within 12&amp;quot;) re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That&#039;s right, even mindless spells can&#039;t stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_ironbreakers_eng.pdf Ironbreakers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 130/330pts, min 10, max 30): They get twice as many swings, their saves are one better then Longbeards. These are your Smachy anvils. They never ever fucking die and can dish out surprising amounts of hurt. Wound-per-Wound, they leave most infantry in the dust. Their leader can also opt to swap out his ax and shield for a pistol and bomb or a brace of pistols. Remember: These dorfs can beat the enemy with their anvillyness, but you also have Strong hammers from other factions. Worth noting that the pistol and bomb combination provides 4 attacks instead of 3, two of which rend and hit at range, and the ability to dish out d3 nigh-guaranteed mortal wounds per game. All at the expense of losing 1 to hit on your Mailed Fist attacks. Food for thought. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_irondrakes_eng.pdf Irondrakes]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Duardin}} General, 150pts, min 10, max 30): If Ironbreakers are anvil and tongs, Irondrakes are the hammers. Any unit held in place by Ironbreakers (or any dorf infantry, for that matter) is already dead and only too stupid to realize it if you have Irondrakes nearby. Why? They get a pretty good missile weapon, being pretty much exactly a Judicator with Bow, only with 16&amp;quot; range. If there&#039;s no enemy within 3&amp;quot; and they didn&#039;t move, they add get 1+ Attack more shooting! So, wound per wound, they shoot four times as well as Judicators. Yikes. Their champion can take a Trollhammer Torpedo, which has better Rend and deals D3 damage (D6 if the target&#039;s a monster), and now you can fire that twice, so it&#039;s a no brainer to use it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hammerers_eng.pdf Hammerers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Dispossessed}} General, 140/360, min 10, max 30): There is nothing subtle about Hammerers and you wouldn&#039;t want them any other way. They swing a big Hammer, which has two swings at 3+/3+/-1/1, a rather nice profile that inflicts additional Mortal wounds on unmodified wound rolls of 6, they have a 4+ save and don&#039;t take Battleshock if there&#039;s a Dorf Hero whooly within 12&amp;quot;. Have a Runelord put their -1 Rend ability on them, with your Warden King&#039;s +1 attack.. and you have a single unit doing 30 hits at a 3+/3+/-2/1 with chances for mortal wounds. You can hammer down most foes with them. Consider the following: If you really want to be an asshole to your opponent, try running these guys in Tempest&#039;s Eye as a block of 30 under a Warden King with Aether Guard Captain as his warlord trait and Zephyrite Banner as his artifact. Top it off with a Runelord, a set of Longbeards, a Celestial Hurricanum with Aura of Glory and a baytlemage coming from ghur. You now have 1 wound infantry clocking 360 points that for the first turn move 7&amp;quot;, run d6+4&amp;quot;, charge 2d6+4&amp;quot; rerolling, is covered under a 3+ save thanks to Alert and Forewarned that craps out 4 attacks per head at 2+/3+ reroll 1/-2/1. A full strength unit is burying a target in 121 swings averaging 20 mortal wounds as icing on the cake. We&#039;re talking enough mortal wounds to send Nagash right back to the grave, nevermind the other 121 swings. For days when you want to settle the entire Dammaz Kron in one sitting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SlateGray|Ironweld Arsenal}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn&#039;t a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank with Commander]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 230pts): The key to Steam Tank battleline and smashing that max behemoth limit (as per core FAQ Dec 2019, battleline units do not count towards behemoth limits). Adding him onto the heaving tank gives you two nice guns and a decidedly shite melee weapon. He&#039;s also the tank&#039;s sole means of healing (so long as you don&#039;t use &amp;quot;More Pressure!&amp;quot;) His CA lets you mark a single target so all your nearby tankbros can blast the shit outta that target a little faster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_cogsmith_eng.pdf Cogsmith]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 60pts): The poor man&#039;s HQ. Don’t let that fool you though; this guy is arguably more useful than the Steam Tank Commander. While always equipped with some pistols he can slap within melee, the rest of his loadout is what impacts his usefulness. Taking the Grudge-Raker gives him a shotgun, while dropping it adds +1 to his melee attacks, while the Cog Axe gives him a bundle of attacks or a +1 to hit with the shooting. In any case, he lacks a Command Ability, instead of using the Hero Phase to let heal a nearby {{AOSKeyword|Ironweld Arsenal War Machine}}, indeed your only way to preserve those precious steamtanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank]:&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, Behemoth or Conditional Battleline: {{color|SlateGray|Steam Tank}} General, 180pts): This incredible beast got a nerf but is still scarier for your enemy, especially now that you can have it as a BATTLELINE! basically an artillery platform with a weapon for every situation can deal with crowds and lesser monsters alike (just don&#039;t send it against Archaon please. You&#039;ll make Sigmar cry). The mobility is quite problematic, being a roll of dice impacted by damage, but this can be fixed with his ability, &amp;quot;More Pressure!&amp;quot; - roll 2d6 and if the result is less than the tank&#039;s current wounds, add 2 to both the attacks of the steam gun and movement. But, if you fail the roll you get D3 wounds. Always take a Lord Ordinator, a Celestial Hurricanum or the Commander for making their attacks more powerful. (the steam tank is resembling the old empire quality: fine against everything, but good against nothing.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Artillery&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helstormrocketbattery_eng.pdf Helstorm Rocket Battery]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 130pts): Got a devastating nerf (someone would call it &amp;quot;make units more balanced&amp;quot; and they are probably right but still...). The damage of the missiles now d3 instead of d6. For the rest, they are better than before, with the ability to re-roll hits rolls of one with an engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 36&amp;quot; of distance (39&amp;quot; for Greywater Fastness). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helblastervolleygun_eng.pdf Helblaster Volley Gun]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 120pts): Let&#039;s get this straight, this artillery is practically useless compared to the rocket batteries. Basically, you can decide to roll 1, 2 or 3d6 for the attacks made by this weapon, but when you roll 2 dice or more and you get a double, the machine would jam, don&#039;t shoot and get one mortal wound. Yeah, that&#039;s right. This means that you would NEVER have more attacks than 15 (6+5+4) and many other results are blocked! Compared this piece of junk to the helstorm (only 10 points more care) and you can easily understand what is the right choice to do.&lt;br /&gt;
** for ten points less a celestar ballista can easily fit the role that this rusty piece of iron should fit, close-range fire suppression, thanks to many heroes that can give a plus 1 to hit rolls, without the risk of jamming, have the best results blocked and with better rend and save. They will eat your Stormcast allowance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrobombers_eng.pdf Gyrobomber]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 80/210pts, min 1, max 3): Dedicated Flying bombers. You can pick an enemy unit that this unit passes over, for each gyrobomber that flew over that enemy, deal D3 mortal wounds on a 2+ roll. with running and not dying, you can make about 3 bombing runs before the end of the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrocopters_eng.pdf Gyrocopter]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 70/180pts, min 1, max 3): Smaller, faster Gyrobomber with a better gun. They can only drop one bomb per game but are better at shooting. You have a pick of a normal Brimstone Gun or the short-range Steam Gun which can clear blocks. The Brimstone Gun will on average do the same damage as the Gyrobomber&#039;s Clattergun with a shorter range, but you&#039;ll probably be keeping fairly close anyway so you can drop your bombs. When taken with Greywater Fastness the 11&amp;quot; steam gun on top of the 16&amp;quot; inch move is an incredibly effective massed infantry clearer. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|RebeccaPurple|Aelf}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the {{color|DarkViolet|Darkling Covens}}, Aelven sorceresses (and occasional sorcerer) that didn&#039;t agree with the rules of the Eldritch Council and went to do their own thing. There is the {{color|MediumVioletRed|Phoenix Temple}}, a group of silent warriors who are some of the hardest to kill in the entire game. There is the {{color|MediumTurquoise|Order Serpentis}}, aelves who have a hardon for anything with scales, as well as the {{color|Indigo|Shadowblades}}, the setting&#039;s non-furry sneaky assassin bois, and finally there are the {{color|Fuchsia|Scourge Privateers}}, your pirates and monster hunters, as well as the {{color|MediumSeaGreen|Wanderers}}, the non-squatted remnants of the Wood Elves.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceress_eng.pdf Sorceress]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 90pts): Your Coven leaders and non-collage wizard. They do a lot of things, for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy&#039;s hits by 1. When Paired with other casting buffs, they can reliably cast High-level spells and not be worried that your opponent will unbind your linchpins. Their Command ability lets one Darkling Run, Shoot, and/or charge, allowing a footslogger to cover more ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceressonblackdragon_eng.pdf Sorceress on Black Dragon]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 300pts): Sorceress + Dragon + another weapon + different spell + another command ability. Not a true fighter like Dreadlords, but can clear skaven hoards with Noxious Breath and Bladewind. Also, have a decent CA Inspire Hatred which rerolls wounds of 1 for a Darkling Coven unit. They are also a decent target for Command Underlings with their 14&amp;quot; move so they can grab objectives and be close enough to decimate a unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_anointed_eng.pdf Anointed]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 100pts): Same brutal save as Phoenix Guard, cheap way to make them not take Battleshock tests, unbinds one spell or endless spell per turn like a wizard and is decent at combat. He has a command ability that allows PHOENIX TEMPLE units wholly within 12&amp;quot; inches to re-roll failed wound rolls, making him an excellent force multiplier since your army only knows how to get stuck in to close combat. Unless you really need to fill out Hero slots in your army, or you explicitly want to be able to unbind enemy spells then your first choice should always be to take an Anointed on a Phoenix of one form or another. If you have the GW model for the Anointed then you will have a Phoenix anyway, since they both came in the same box.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Anointed on Flamespyre Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 300pts): Providing an Anointed grants the Phoenix a fully consistent set of strong melee attacks and the badass Command Ability. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Anointed on Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 320pts): There&#039;s a second perk to putting an Anointed to this phoenix besides the simple wedding of a dead &#039;ard hero and a defensive bird - a 4+ FNP. This can be taken against Mortal Wounds as well, so you can definitely match up against the Flamespyre in terms of durability, though it&#039;s far from infinite and you will need to watch your health.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadlordonblackdragon_eng.pdf Dreadlord on Black Dragon]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, 300pts): A heartless elf mounted on an (as always) very fast and powerful Dragon, and he&#039;s no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he gives all Order Serpentis unit wholly within 18&amp;quot; +1 to wound rolls, which can be awesome, especially combined with his great mobility. He&#039;s an awesome hero, no matter how you use him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_assassin_eng.pdf Assassin]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, 80pts): Assassin are Assassins, Cheap killers that are placed in reserve, and then they jump out of any Cities unit with 1 wound and 5+ models (no Calvary but from Flanknig, vangarding, or unconventionally fast units). A strong fighter with 6 attacks and deals d3 mortal wounds if they roll a 6 to wound. Giving him Artifacts to help kill bigger things better, provide deepstriking support or Mobility to get to the next kill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkfleetmaster_eng.pdf Black Ark Fleetmaster]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, 60pts): One of the cheapest heroes in-game. They are ok fighters but their true Power is their Command Ability At Them, You Curs!, which gives a Scourge Privateers unit +1 attacks on all their melee weapons (and Privateers have a lot of weapons).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_nomadprince_eng.pdf Nomad Prince]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, 120pts): Another support hero for their faction, with a falcon that causes an enemy hero to be worse at magic and hitting things and a command aura ability that grants Wanderers +1 to hit. Mounted are too fast but your foot units will be near for the buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadspears_eng.pdf Dreadspears]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): Rank and file Aelfs with 2&amp;quot; spears. Taken in units of 10+ they gain +1 to hit which pairs well with their 2&amp;quot; reach. They also gain -1 rend if they roll an unmodified 6 to hit. They have the least stipulations on them, so feel free to use a Sorceress to get a 40 Aelf blob that runs and changes 3d6 + 8&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_bleakswords_eng.pdf Bleakswords]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): The Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, better in smaller sizes while dealing with hordes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkshards_eng.pdf Darkshards]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 100pts, min 10, max 40): Aelf Crossbow, Shooting 2 shot at 16&amp;quot;. They get the standard Darkling Coven +1 to hit when they have 10+ models. They have a shorter range and have less synergy then Freeguild Crossbow but are more mobile and don&#039;t need to give up mobility for firepower. Want cost-effective and mobile dakka for your CoS? These are ya bois.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackguard_eng.pdf Black Guard]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 140pts, min 10, max 30): Elite Bodyguards SpearMen, with 2 attacks hitting and wounding on 3+ with rend -1. Gain +1 to hit when near a Darkling Coven hero. Taken for Quality over Quantity. They could be seen as 20pts cheaper Phoenix Guard that trade their revered durability so they could cover more ground with a CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_executioners_eng.pdf Executioners]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 130/300pts, min 10, max 30): Elite Swordsmen, 2 attacks hitting and wounding on 3+, with unmodified hit rolls of 6 dealing a mortal wound instead of normal damage. With their recent points drop for taking a max-sized squad, it&#039;s both viable and outright filth to target 30 of these boys with a Sorceress&#039; CA. 61 attacks that can run and charge 3D6+8&amp;quot; that does straight MW on a 6? See that Stardrake? Now you don&#039;t. (Take them with Har Kuron and have a Priest put their specific prayer on them for an extra attack on top of the MW on a 6, if you feel like playing the ultimate asshole.)&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_phoenixguard_eng.pdf Phoenix Guard]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, Conditional Battleline: {{color|MediumVioletRed|Phoenix Temple}} General, 160/420pts, min 10, max 30): Elves that have been revealed how and when will they die, so if today is not the day they don&#039;t have a reason to flee, and if today is the day they don&#039;t have a reason to flee. That makes them so serious they don&#039;t talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2&amp;quot;), the wounding power and rend of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin&#039; skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a &amp;quot;ward&amp;quot;, meaning Rend doesn&#039;t do a thing to it, so even against the most powerful Monsters or Heroes, they&#039;ll only take half damage. Also, while the Guard remains wholly within 12&amp;quot; of a Phoenix Guard hero they don&#039;t even have to take battleshock tests. To sum it all, they hit like a truck, they&#039;re gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They&#039;ll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Their only real drawback is they are relatively expensive compared to some other battleline options in the book but this is more than made up for by their inherent awesomeness.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnknights_eng.pdf Drakespawn Knights]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 130pt, min 5, max 20): Your Scaly Aelf M:10&amp;quot; Calvary with a 3+Sv. They can act as a Tarpit on mobile legs while still delivering DPS. Their mounts fight better than horses, and lances&#039; rend and Damage increase to 2 when they charge. They are ideal if going for a Cavalry rush build that will hold on to the objectives. Points drop in FAQ, at the loss of a hoard discount. The ability to deepstrike in and move d6&amp;quot; to improve the charge in Misthåvn is great for taking out key targets like Karadron Ironclads. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnchariots_eng.pdf Drakespawn Chariot]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 80/210pt, min 1, max 3): The dinosaur chariot. Not as impressive at fighting as Knights but when they finish a charge, they will often deal d3 mortal to one unit within 1&amp;quot;, Ideally picking on monsters and those melees that are too close to the bubble wrap.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_warhydra_eng.pdf War Hydra]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): A more Ranged Balance Version of the Kharibdyss, with 9&amp;quot; firebreathing and granted the d3 regeneration rather than having to eat someone in melee. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkriders_eng.pdf Dark Riders]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110/260pts, min 5, max 20): Aelf Fast Skirmish cavalry, 14&amp;quot; Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12&amp;quot; of a Rider. Makes the quick objective grabbers and provide supporting damage to your damage dealers like Griffins to scare off more enemy models&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_shadowwarriors_eng.pdf Shadow Warriors]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110pts, min 10, max 30): Stealth archers and ok fighters, they can Deepstrike. Put them near the enemy&#039;s terrain and shoot up their wizards and Warmachines.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkcorsairs_eng.pdf Black Ark Corsairs]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 80/240pts, min 10, max 40): Hoards of pirates, resistant to arrows, more accurate when taken in hoards. They can be taken with a crossbow or a secondary weapon but you want the weapon if you have a Fleetmaster too double their attacks to four. Crossbows may get uses when in smaller numbers when a Fleetmaster is not around.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_scourgerunnerchariots_eng.pdf Scourgerunner Chariot]:&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 60/150pts, min 1, max 3): A mobile harpoon launcher with some Crossbow. The harpoon can hurt some monsters with unmodified hit rolls of 6s dealing d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_kharibdyss_eng.pdf Kharibdyss]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): Wound-per-Wound the Kharibdyss is by far one of the strongest units in this list, with a bunch of terrifying attacks, the potential self-healing, and Bravery-lowering skill to make more chumps run away screaming once it tears into them. It is also slightly faster than your Corsairs, though comparatively slow for a monster, so it can still be out-maneuvered if you aren&#039;t careful. Wound-per-Wound, the Kharibdyss is also the most efficient target for the Fleetmasters&#039; At them, you Curs Command. Unfortunately, since Corsairs tend to be fielded in units of more than 12, they are still the most logical choice for the Command ability. On the other hand, the Kharibdyss is already plenty scary without it. Also, damage degrades its abilities noticeably quicker than you might expect. Note that a block of 20 corsairs has more wounds, does more damage and gets significantly more benefit from Fleetmaster buff. Kharibdyss is more survivable with better save and heals, so pick your poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_eternalguard_eng.pdf Eternal Guard]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Battleline, 130/330pts, min 10, max 30): More Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravery, two attacks, and gain +1 to hit, +1 to wound and +1 to Sv rolls if they don&#039;t move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildwoodrangers_eng.pdf Wildwood Rangers]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 10, max 30): Rangers hunt monster with their 2 attack axes that deal 2 damage against them. Find a way to move them close and then hack a dragon to pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthethorn_eng.pdf Sisters of the Thorn]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130/520pts, min 5, max 20): A Wizard conclave riding Stags. They have attacks and Javelins but you take them as relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City&#039;s lore and Endless Spells. For Example, Anvilguard&#039;s Vitrioc Spray is a short-range spell that removes the target&#039;s saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthewatch_eng.pdf Sisters of the Watch]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 160pts, min 10, max 30): What&#039;s left of the Wood elf Archers, Getting 1+ attacks when they don&#039;t move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildriders_eng.pdf Wild Riders]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 5, max 20): Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge. More offensive than defensive than Drakespawn Knights. Became battleline in the FAQ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
Do note that some of your Behemoths are conditionally also a Battleline. If this is the case they will be listed above under the Conditional Battleline section instead of this section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Flamespyre Phoenix]:&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 200pts) An annoying bird that comes back to life once per game. It&#039;s discounted when not ridden by an Anointed but you trade your 4+ save after save for this. It is what you are looking for, the Flamespyre won&#039;t disappoint all the while turning enemies to ashes and potentially coming back to life again for more punishment. The Attuned to Magic ability extends his survival by adding +1 to saves when a spell is successfully cast and not unbound within 12&amp;quot;, this buff lasts until the players next hero phase. The rules state that this ability can never add more than 1 to the saves so while not as powerful as it once was, it&#039;s now happens every time a spell is cast rather than requiring a dice roll. The Flamespyre&#039;s real trick is not only during combat but also when it moves, since its Wall of Fire ability inflicts mortal wounds simply by flying over other units; If this bird has taken less than three wounds then we are talking about a napalm spray of consistent 5 Mortal Wounds moving 16&amp;quot; each turn, but decreasing as the Phoenix gets more wounds. If you are lucky, If/when a Flamespyre Phoenix first dies, you roll a dice, on a 4+ the bird comes back with ALL its wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 220pts): While stripped of all the flash and style of the Flamespyre, the Frostheart does have a much more singular purpose: Protection. While it still has the Attuned to Magic ability to boost wizards, its only power now is a Blizzard Aura that forces enemies to take -1 to wound when within range. It has a second ability, but it&#039;s only used when carrying your Anointed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Each city gets one battalion. Each unit in the battalion must belong to that city.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkCyan;&amp;quot;&amp;gt;Hammerhal:&amp;lt;/span&amp;gt; Hammerhalian Lancers===&lt;br /&gt;
140 points (&#039;&#039;Min: 1000pt Max: 2980pt&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Demigryph Knights.&lt;br /&gt;
*+1 to hit and wound on turns where you charged and are wholly within 18&amp;quot; the Freeguild General in the battalion.&lt;br /&gt;
*At minimum, this comes to a neat 1000pts and is a small amount of cool-looking models, making it a good choice for a starting force.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Charrwind Beasthunters===&lt;br /&gt;
120 points (&#039;&#039;Min: 480pt Max: 1640&#039;&#039;): 1 Black Ark Fleetmaster, 3 units Black Ark Corsairs, 1-3 Scourgerunner Chariots, 0-1 Kharibdyss.&lt;br /&gt;
*+1 to wound rolls when you target a monster.&lt;br /&gt;
**Fluffy, though extremely situational, you’re taking this for the extra artifact, curse and less drops.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Kraeth&#039;s Shadowpact===&lt;br /&gt;
160 points (&#039;&#039;Min: 650 pt Max:1030&#039;&#039;): 1 Sorceress on Black Dragon(Unique named character Drusa Kraeth), 1 Dreadspears, 1 Darkshards.&lt;br /&gt;
*During hero phase if Drusa is on the field , can add +1 attack to the Dreadspears or Darkshards but -1 to saves.&lt;br /&gt;
*Command Trait only for Drusa: +1CP during your first Hero phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye:&amp;lt;/span&amp;gt; Aetherguard Windrunners===&lt;br /&gt;
120 points (&#039;&#039;Min: 740&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Freeguild Outriders or Pistoliers, 0-2 Grundstok Gunhaulers.&lt;br /&gt;
*Units in this battalion can retreat and still shoot and/or charge this turn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart:&amp;lt;/span&amp;gt; Whitefire Retinue===&lt;br /&gt;
140 points. (&#039;&#039;Min: 320pts Max: 1340pts&#039;&#039;) 3-6 HERO WIZARDS&lt;br /&gt;
*+1 to cast and unbinding rolls if they&#039;re within 6&amp;quot; of a friendly wizard from this battalion. So, unless you&#039;re thinking of taking &#039;&#039;7 or more&#039;&#039; wizards, then everything in your army (except Sisters of the Thorn and Evocators) is getting the +1.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City:&amp;lt;/span&amp;gt; Viridian Pathfinders===&lt;br /&gt;
140 points. (&#039;&#039;Min: 650pts Max: 1950pts&#039;&#039;) 1 Nomad Prince, 3 units Wildwood Rangers, 0-1 unit Wild Riders.&lt;br /&gt;
*Add 1 to charge rolls when they set up on the battlefield using the city trait. This adds up to a roll of 2d6+2 with Musicians.&lt;br /&gt;
**This is not the best, as your mostly going to be 9&amp;quot; away at best from any enemy and they will not likely keep anything valuable near the board edge. None of the units listed for the battalion have ranged attacks, so they cannot benefit from &#039;Strike And fade Away&#039; (see below).&lt;br /&gt;
**Use units that can shoot and are competent in melee (such as shadow warriors) and a CP to move them after the shots are done, so that you have a 3&amp;quot; charge instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness:&amp;lt;/span&amp;gt; Greywater Artillery Company===&lt;br /&gt;
120 points. (&#039;&#039;Min: 420pts Max: 700pts&#039;&#039;) 1 Cogsmith, 2-4 Helstorm Rocket Batteries or Helblaster Volley Guns.&lt;br /&gt;
*In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they&#039;re within 6&amp;quot; of a friendly battalion hero and not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
*Why would you not take this? Your Cogsmith is always gonna be planted next to his war machines so this is perfect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium:&amp;lt;/span&amp;gt; Phoenix Flight===&lt;br /&gt;
130 points. 1-2 FROSTHEART PHOENIX, 1-2 FLAMESPYRE PHOENIX&lt;br /&gt;
*Heal 1 wound to each PHOENICIUM unit wholly within 12&amp;quot; of ANY unit within this battalion.&lt;br /&gt;
&lt;br /&gt;
==List building==&lt;br /&gt;
With so many unit options, the first steps are to decide what to use as a battleline (you may pick your general based on your battlelines or your battlelines on the general you want). &lt;br /&gt;
After that, it comes down to picking what you want. There&#039;s no restriction on thematics, there&#039;s nothing stopping you from taking only one unit from each faction. Don&#039;t let a Grudge from the world that was stop you from fielding a line of Duardin with Aelf Cavalry. &#039;&#039;&#039;[[Book of Grudges|THAT&#039;S GOING IN THE BOOK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When picking, pay attention to differences as many units do the same thing but with additional niches. &lt;br /&gt;
&lt;br /&gt;
Ideally, you should try to use some faction synergy, like taking heroes to boost your units&#039; performance.&lt;br /&gt;
&lt;br /&gt;
Playing duardin? Increase your rend and/or attacks with runelords and warden kings. Playing freeguild? You are favoring a static gunline around a general that wants you to hold the line. The darkling coven can run and shoot/charge with a cp, making them quite mobile. Generally collegiate arcane wizards are good with everyone and generally, you should at least take one battlemage for every army you want to build. &lt;br /&gt;
&lt;br /&gt;
===City builds===&lt;br /&gt;
*&#039;&#039;&#039;Hammerhal:&#039;&#039;&#039; the CP Generator. Along with getting artifacts from either realm, for each unit (they will have a banner) you can gain CP. Freeguild and Covens benefit greatly for having piles of CP to burn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anvilgard:&#039;&#039;&#039; gives treats to Dark elf monsters (Dragon/Kharibdyss/War Hydra). Flying wizards and Sisters of the Thorn are great at delivering their close-range spells. Black dealing lets you build have more equipment or cp.  Their Unique CA also lend well to hoards as you can spend 1 cp to ignore Battleshock and pay another + slay a model to ignore another Battleshock. A noticable combo here is a Sorceress on BD with two casters with spell portal and vitrolic spray. Step 1: cast spell portal near sorceress and caster number 2. Step 2: cast vitrolic spray on anything you dont like. Step 3: cast Storm of blades from your sorceress. Conclusion: About 9 mortal wounds and a crying opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempest&#039;s Eye:&#039;&#039;&#039; the city for fast, hit harder bastards. Personally, an all-out cavalry list can be quite devastating with this city, thanks to his bonuses in the first round. The faster you get into melee, the better, this is also extremely easy if you get the command trait and artifact who give you the +1 at the charge and the ability to re-roll the charge rolls without command points. it&#039;s up to you which kind of cavalry you want. Dark riders and outriders are light, skirmish units good for shooting afar, demigryph and drakespawn knights can deal devastating charge, helped by the Stormcast&#039;s monsters-riders like fulminators. Technology vehicles are also good, going from gyrocopters to arkhanaut airships. You also get good spells who are perfect for a celestial hurricanum with battlemage (aura of glory just behind a band of drakespawn? Yes, please!) good monsters like black dragon or hippogryph can take out the enemy&#039;s monsters, and a band of pistolers for charge right where the enemy shows a weak point, for destroying his lines. At least, if you want a band of objective grabbers, flagellants are what you need. Just remember, outflanking and outmaneuvering are the keywords of this army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallowheart:&#039;&#039;&#039; Going Magic spam.&lt;br /&gt;
**Nomad Prince generals are nice for Hallowheart armies since they unlock battleline cavalry wizards and the Sisters also benefit from Hallowheart&#039;s 2 spells of your choice rule.&lt;br /&gt;
**Between their unique battalion, the Hurricanum, a Sorceress&#039; ability to leech Coven units, and Hallowheart&#039;s command ability, you can stack up a casting bonus of +5-10, if you really want to get that always-empowered Endless Spell off.&lt;br /&gt;
**ALTERNATIVE TAKE: With innate magic resistance, Hallowheart is actually well situated to run a non-magic army. Take some dorfs and you got yourself a really tanky army that’ll take an act of the Ruinous Powers to upturn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Living City:&#039;&#039;&#039; let half your army ambush, take Sylvaneth units, heals Hero&#039;s and monsters every turn.&lt;br /&gt;
**Surprisingly decent choice for a Steam Tank army- Iron Oak Artisan command trait gives a 2+ save to your lead tank, and having several tanks come in from the board edges can mitigate their random movement and let you place your guns exactly where you need them. Getting a wound back per turn is always welcome on models with damage tables.&lt;br /&gt;
**Instead of using their battalion, consider getting the use out of their unique command ability instead. Take units that have good melee/charge ability that also have a ranged attack (such as Drakespawn Chariots, dreadlords on Dragons, or various flavours of Stormcast Dracoth cavalry), set them up from ambush with a Hero, shoot, use the command ability, enjoy your 3&amp;quot; charge.&lt;br /&gt;
***However, this is tricky to do with multiple units due to it requiring a CP per unit, and your only source of additional CPs in Living City is a squishy General with an adjutant. Which means no spamming the ability with an army made solely of tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greywater Fastness:&#039;&#039;&#039; Very supportive of Artillery and missile weapon, encouraging you to sit back and blast the enemy apart.&lt;br /&gt;
**a lot of abilities call for the range approach, the CA buff Freeguild Handgunners and Irondrakes. Also, Good Idea to Invest in most units that gain bonuses from Playing defensively in addition to the object grabbers, enemies will be coming for you.&lt;br /&gt;
**If you go Freeguild focused, take a Freeguild General with Drillmaster and Handgunner so resulting in (16&amp;quot; 2+/2+/-1/1) shooting, and a (30&amp;quot; 2+/2+/-1/2) sniper Rifle per unit.&lt;br /&gt;
**If you go duardin, take a Cogsmith and some cannons from Blacksmoke Battery Mercenary Companie. Then a Runelord for the city&#039;s prayer, who work on IRONWIELD ARSENAL WAR MACHINE.&lt;br /&gt;
**After the FAQ four Steam Tank Commanders and six Steam Tanks as battleline are 2000 points. Toot Toot!&lt;br /&gt;
***In any case, if you play many WAR MACHINES, just take a STORMCAST LORD-ORDINATOR, with his Arcane Engineer rule, all ORDER WAR MACHINES wholly within 9&amp;quot; get +1 to hit. Just to good to miss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Phoenicium:&#039;&#039;&#039; It might be expensive at $45 US for a box of ten models, but you can field so much with Phoenix Guard. Take as MSU or as blocks of thirty for one of the game&#039;s better battlelines. For The Phoenicium you can take them as MSU and bring two Frostheart Phoenix and one Anointed on foot for dispels and unbinds. Use your CA to make your front unit of ten fight again before they die, and then the general gets buffed up if any models die. Screen off the map and board control with these murder Aelves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; A little bit disappointing, as the allegiance abilitys boil down to a prayer that you might not get off and 3 additional spells. Where this excells is at taking full advantage from that pray. A super buffed witch aelves unit with witchbrew and the prayer can be terrifying, although you can just do this in DoK. A 40 man unit of Black Ark Corsairs buffed by a Black Ark Fleetmaster with exploding sixes and +1 to wound is the real deal. Thats a metric ton of dice. Darkshards in the new bataillon also profit from the exploding sixes, as the prayer also works on missile attacks and a 10 man unit of Darkshards can shoot 30 shots if Drusa says so, although the dreadspears are quite a point tax. Overall you gotta abuse the prayer or you get allmost nothing in this Allegiance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misthåvn:&#039;&#039;&#039; The lack of spells is pretty off-putting, but what it lacks in casting makes up for in punch. One could use Runelords to function as anti-magic and buff for objective babysitters like ironbreakers, while you hold your unit of 20 drakespawn knights, War Hydra and dreadlord on a black dragon in reserve to get a guaranteed charge on your opponent&#039;s high value targets. Strangler-Kelp Noose can let you do this safely as well.&lt;br /&gt;
&lt;br /&gt;
===Transport Tactics===&lt;br /&gt;
many footsloggers units are strong fighters but need methods to reliably reach their prey.&lt;br /&gt;
&lt;br /&gt;
*The Living City Hidden Paths: lets Half your army arrive on board&lt;br /&gt;
&lt;br /&gt;
*Endless spells: you need to pay points but they can cover a lot of ground Especially since they are automatically empowered.&lt;br /&gt;
&lt;br /&gt;
*Misthovan underhand tactics: One Freeguild, Duardin or Darkling Covens can appear on the board for every Order Serpentis, Shadowblades or Scourge Privateers that does the same.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Magic Support:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Umbral Spell Portal:&#039;&#039;&#039; can be cast anywhere on the board. Short-range but powerful spells like Anvilgard’s spell that removes saves or Hallowheart’s spell that deals mortal wounds to half the models in a unit can be cast from well outside unbind range (unless you&#039;re fighting a Slann).&lt;br /&gt;
*&#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; you know what they do. +1 spell or +2&amp;quot; movement.&lt;br /&gt;
*&#039;&#039;&#039;Emerald Lifeswarm:&#039;&#039;&#039; always heals D6 - useful for bringing back elite units like Phoenix Guard, or for healing damage back to your Celestial Hurricanum with Battlemage after you took damage to empower your Hallowheart wizards.&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Palisade:&#039;&#039;&#039; Deployable Line of sight blocking &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transports:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Soulscream Bridge:&#039;&#039;&#039; allows you to move models 24” (or really up to 30-36” if you go from the back to the front of the bridge) without them counting as having moved - excellent for getting your Irondrakes or Handgunners into range while still getting those extra shots.&lt;br /&gt;
*&#039;&#039;&#039;Lauchon the Soulseeker:&#039;&#039;&#039; Magic Transport. Pile in some Duardin, move them 18&amp;quot;, then use a Lifeswarm to bring back that guy still on the boat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowdown:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare Shackles:&#039;&#039;&#039; cover a larger area - instead of threatening up to 24” away, you can threaten up to 27” away, allowing for a turn 1 shackles onto an enemy’s front rank regardless of mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Geminids&#039;&#039;&#039; are always a good option and are made better when you can reroll the D3 mortal wounds in case you roll a 1.&lt;br /&gt;
&lt;br /&gt;
===Strategies and Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;who got the guts?!&#039;&#039;&#039;&lt;br /&gt;
An army based on enemy battleshock, so better not use it against ossiarch and fyreslayer. Play a kharibdyss on anvilgard for getting the -2 bravery bubble who get together with its passive ability, going to a -3 12&amp;quot; bubble. Now, take an horrorgast endless spell (or a gravetide for spare points and money) adding a -2(1) together. For end all of this, a battlemage coming from shysh for his unique spell -2 to a specific unit and darks riders for shoots and -1 around them. You now have more enemy units under a sure -6(5) that can influence more units and a -2 that you can add at a enemy unit that you hate in a peculiar way. Positioning is the key of this strategy. Now you just need some good shooting (hellstorm or crossbowmen) for make inflict casualties at more units at once. Look at your enemy when he have to do a terrible battleshock test with elites units like stomcast, ogor, troll or when he know that his hordes models are going to desert in mass. (it&#039;s easy to give a dark elves theme at this army. Remember that other units, mercenaries and allies influenced bravery as well) (also wizards who would get benefits from low bravery characteristic, like a lord-exorcist on balewind vortex)&lt;br /&gt;
&lt;br /&gt;
Addendum: Bravery debuffing is good, but how can we really maximize this? The Tenebrous Court mercenary company. This company lets you bring FEC units as allies. The magic trick here is Crypt Flayers, who have a shooting attack that does MWs based on a Bravery contest. At 2000 points, that&#039;s either two units of three or one unit of six. We can offset the turn 1 CP loss for bringing a mercenary company with one of the Anvilgard allegiance ability choices, giving us d3 extra CP at the start of the game. Getting all the pieces set up on the battlefield to pull this off will be the challenge, but since the Flayers are doing this in the shooting phase, your opponent can&#039;t use his own CP to protect the unit. &#039;&#039;&#039;As of GHB 2020, it&#039;s questionable if this is still a legal strategy. The Mercenary options were removed from the Warscroll Builder and weren&#039;t brought forward into the new GHB. However, Tenebrous Court is also in Forbidden Power, so technically the rules are still valid?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
CoS has a large selection of ally options - everything Order except Seraphon(poor seraphon). Some factions can be taken as non-allied - instead, they gain the city keyword but not the host keyword, and up to 1 in every 4 units in the army can be taken, gaining your faction keywords, and not subject to ally restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in any CoS army&#039;&#039;. They act as big elite units with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry.&lt;br /&gt;
**Liberators or Sequitors can provide a solid anvil, especially when buffed by a Lord-Castellant. 40 wounds saving at 3+ rerolling either 1s or all could give your shooting plenty of time to deal with anything they engage.&lt;br /&gt;
**Paladins and Evocators provide Strong Hammers for any line.&lt;br /&gt;
**Dracoth mounted Evocators, and Gryph-chargers provided powerful alternatives to Gryph-knights.&lt;br /&gt;
**If you&#039;re playing Hammerhal allegiance, remember that Aventis Firestrike provides an extra CP *and* is thematic, being the city&#039;s magister and whatnot.  Of course, you lose out on a Warlord trait, and he can&#039;t use his command ability unless you&#039;ve taken any more Hammers of Sigmar named characters.&lt;br /&gt;
**When playing as Greywater Fastness a Lord-Ordinator or two is pretty much required, as a +1 to all your War Machines&#039; hit rolls in a passive aura is too good to pass up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kharadron Overlords&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Tempest&#039;s Eye&#039;&#039;. Gives Flying Dwarfs, more guns, and Airships.&lt;br /&gt;
**aetheric-navigator: can unbind, slow flyers and let Skyvessel reroll their run &amp;amp; charge dice.&lt;br /&gt;
**Aetheric-Khemist: Let supports a Skyfarers unit with granting more shooting attacks and discourages CCing them with threats of Attack debuffing and damaging gasses. &lt;br /&gt;
**Arkanaut Company: dwarfs with pistols and firepower, mostly good for being cheap objective campers.&lt;br /&gt;
**Grundstok Thunderers: A special weapons team. you would have an Aetheric-Khemist + all Rifles for more volume then handguns, but the special weapon combos can hurt closer ranges.&lt;br /&gt;
**Grundstok Gunhauler: Probably the single best unit you can ally in CoS. Cheap, shoots pretty well, and can Fly High every turn, providing a constant deepstrike threat for your opponent&#039;s objectives. Fantastic unit that will snatch wins for you if kept alive till the later half of the game.&lt;br /&gt;
**Arkanaut Frigate: bigger then a Gunhauler and is a Kharadron transport&lt;br /&gt;
**Arkanaut Ironclad: a bigger skyship &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Living City. Cannot be taken in Greywater Fastness&#039;&#039;. Without their wyldwoods and Allegiance spells, the Sylvaneth are a little neutered, but can still be useful.&lt;br /&gt;
**&#039;&#039;&#039;Durthu&#039;&#039;&#039; is a damage monster, although he needs ghyrstrike or similar to stop him being so swingy. In a Living City army, you can deepstrike him 9&amp;quot; from an enemy unit, shoot them, and then have him use the allegiance command ability on himself for a free move, turning a 9&amp;quot; charge into 4&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Drycha&#039;&#039;&#039; is also great, but will probably die quickly.&lt;br /&gt;
**&#039;&#039;&#039;Alarielle&#039;&#039;&#039; only fits in Living city. Lots of magic and healing.&lt;br /&gt;
**&#039;&#039;&#039;Treelord Ancient&#039;&#039;&#039; your only way to summon Wyldwoods. Can be paired with a &#039;&#039;&#039;Branchwraith&#039;&#039;&#039; to set up a Dryad factory&lt;br /&gt;
**&#039;&#039;&#039;Tree-Revenants&#039;&#039;&#039; can use their teleporting to take objectives and/or sacrifice themselves to block a charge.&lt;br /&gt;
**&#039;&#039;&#039;Dryads&#039;&#039;&#039; if you really want more battleline or a reasonable tar pit.&lt;br /&gt;
**&#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; for some of the best elite troops in the game. Boost with &#039;&#039;&#039;Arch-Revenant&#039;&#039;&#039; if you&#039;ve got the points spare.&lt;br /&gt;
**&#039;&#039;&#039;spite-revenants&#039;&#039;&#039; can be the shock infantry unit that wanderers need. Get an archrevenant for one extra attack and exterminate light infantry on your path. Also good as a general ally. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
===The squatted ones===&lt;br /&gt;
With the coming of the Cities of Sigmar, a lot of models and units, mostly from the High Elves, got [[Squats|squatted]]. These units all still have valid warscrolls and points remain for them. However, they cannot be taken in a Cities of Sigmar as they do not have the {{AOSKeyword|Cities Of Sigmar}} keyword and they don&#039;t belong to any of the allied groups. If you want to use them, you need to be playing [[Age of Sigmar/Tactics/Order|Grand Alliance Order]] or as allies of stormcast eternals. Additionally, you can access squatted Duardin by taking them as non-allies in a Kharadron Overlords army with the Barak-Thryng Sky-Port.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35539</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35539"/>
		<updated>2021-01-05T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Why Play Lumineth Realm Lords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*You want to play as a durable army and like elves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good.&lt;br /&gt;
*Sweet spell lore.  Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost 2 CP or giving one of your units Ethereal means you have a spell for every situation.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*No multi-casters outside of bringing Teclis or &amp;lt;s&amp;gt;snorting crystal meth&amp;lt;/s&amp;gt; using aetherquartz.    &lt;br /&gt;
*You are the slowest of the Aelven factions (quite the oximoron). No alternative deployments, no summoning, no flying (outside Teclis), no scout.  Slightly mitigated by one spell that doubles the movement of one unit.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz.&lt;br /&gt;
*Your only allies are the Idoneth, which is odd considering they hate Teclis yet seem to be ok working with him alongside his other creation.&lt;br /&gt;
*Your roster is surprisingly small and limited.&lt;br /&gt;
*They are not &#039;that&#039; much of High Elves. They still don&#039;t use fancy, fantasy things like Lions, Hawks, Dragons and much more.&lt;br /&gt;
*All your generic hero choices are mages so unless you bring Eltharion or Avalenor you will be lacking some real hard hitting power&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  Its effectiveness depends on your opponent.  It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers laugh this off).  However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Cathallar}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is well enough, as you&#039;ll be wanting every spell. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice AP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth if their unit is wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save. And of course Loremaster is nice if you just want extra casting.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;HEIRLOOMS OF HYSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Cathallar}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
*You will be taking the Silver Wand. Everything else is hot garbage. The Phoenix Stone is just a worse version of Nation Specific artefact further down at first glance, but it works multiple times and affects all heroes within 12&amp;quot; even including Teclis. It&#039;s tempting but still too unreliable to be effective unless you break out the loaded dice. Blade of Leaping Gold would be great if you had a generic melee hero, but sadly you only have mages right now so it&#039;s bad. And that&#039;s assuming that any melee heroes would have the Cathallar tag in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GIFTS OF THE MOUNTAIN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 tot he number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
*The hammer isn&#039;t half bad if you aren&#039;t planning on casting anything else.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero. At first you&#039;re like why is there a melee trait for squishy mage only heroes army? This thing is pure troll, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Would be great if you could give it to something other than a pansy wizard. (Will likely get a lot better when the more martial Heroes are released, as have been hinted at repeatedly in the Warhammer Community podcast)&lt;br /&gt;
&lt;br /&gt;
If you like using the Aetherquartz reserves, this will give you more options to do so and spread out the benefits.  &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;.  A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal&lt;br /&gt;
*&#039;&#039;&#039;Simulacra Amulet:&#039;&#039;&#039; The Stacy Simulacra Amulet vs The Becky Phoenix Stone.  The first time the bearer dies, roll a dice.  On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like the cow elves and want to run an all Vanari army, this is your choice. For mages, you should probably take a Scinari Cathallar over a stone mage since this Nation doesn&#039;t do anything for Alarith units anyway. This nation will likely have the most models on the field out of the 4 options you can pass buffs along pretty damn quick. However due to the amount of models they encourage you to bring this will likely be the most expensive nation in terms of IRL cash&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
The magic choice.  Consider taking Teclis with this Great Nation to get the most out of them. Or don’t, as they look to work fine without Mr. T-pose. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. Combine this with the twin stones for more bonus’s to magic.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
For the Lumineth with [[Ossiarch Bonereapers|boner]] envy.  Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. This will likely be your very small elite army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. To optimize your mortal wounds reroll any dice that don&#039;t trigger one for the best odds of sniping your target.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities.  Awesome... unless you&#039;re versing Ossiarch Bonereapers.&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result lower than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDLESS SPELLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and might deal mortal wounds to enemy units in base contact (1 on a d6 roll of 4 or 5, d3 on a roll of a 6). Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; the bubble.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). Your wizards can, while within 12 of it, choose to add the value of the charges to their casting roll. Neat, but you have to add it before you roll to cast, so while it can make sure you get a high value spell off, it&#039;s only of debatable usefulness. (Per the FAQ on its order of operations. After one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. That&#039;s pretty damn useful, especially when stacked with Zaitrec and Teclis for +4 on every wizards first cast.)&lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. A very powerful endless spell that not only limits your opponent&#039;s movement but encourages them to move away or suffer another D3 mortals (which they have a harder time doing while in close combat). Given the high cost of units, you will often have 40-100 points leftover for endless spells.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] and Celennar , [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf Spirit of Hysh] (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|literal god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
**Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound. &lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus Arcane Bolt, Mystic Shield and all 12 of the Lumineth specific spells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Cavalry who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army. It has  30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each. FIVE! That’s more than Sigmars hammer. He also has a ranged debuff which makes all enemy units within 12” have a -1 to hit, which is great in the center of your combat force. He also has a command ability which can give D3 Alarith units +1 attack &amp;lt;s&amp;gt;(inc himself)&amp;lt;/s&amp;gt; [The command ability targets Alarith &#039;&#039;Aelfs&#039;&#039;, which he himself obviously is not]. His damage, debuff range and shooting range decrease with damage, but if you have a Stonemage within 12 of him you can treat these ranges as if he has taken 0 wounds. So its swinging at full capacity until it or the mage is dead. Its not easy to take him down fast either, as he has a 3+ AS (which can be 2+ with the Aetherquartz for 1 phase) and a 5++ of in the protection of Hysh bubble. His last ability, Elder wisdom, allows a hero within 6&amp;quot; at the end of the hero phase gets to use a command ability for free next turn, so could work well with the light of Eltharion   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (130 pts) Floaty big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth Model within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; and add their casualties to their bravery roll. Basically her job is to keep your troops in the fight making the enemies all collectively shit themselves and run away.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt; spears &amp;lt;/s&amp;gt; pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the &#039;&#039;start&#039;&#039; of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors, Stormcast Eternals, and any kind of Cavalry which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on &amp;quot;unmodified&amp;quot; 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size units is probably better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;re playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with dual hammers with additional attacks. If you roll an unconditional 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Mootain. Your primary beat-stick and use for command points. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit&#039;s melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your objective holders hold your objectives better.&lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charage and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120)&#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1810&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
This would actually be a good addition to ally in to Stormcast. Give them some fast cavalry to keep the hoards at bay.&lt;br /&gt;
&lt;br /&gt;
===Super Battalion===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
&lt;br /&gt;
Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. But really, in what scenario would you run this?&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Oddly, the army may only take Idoneth Deepkin as allies. They must have gotten over their deep-sea-ted hatred of Teclis. Consider taking a unit of 6 eels for dealing damage and taking objectives, as the army lacks flying and hard-hitting options outside of Teclis and the Mootains, respectively.&lt;br /&gt;
&lt;br /&gt;
With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Alopexes to give your army some much needed backline deployment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis. And before you get excited looking at the spell list, Speed of Hysh can only target Lumineth Realm-lords units. He&#039;s still going to be as slow as anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35538</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35538"/>
		<updated>2021-01-05T03:48:09Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Why Play Lumineth Realm Lords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw 300 and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
*You want to play as a durable army and like elves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you also don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good.&lt;br /&gt;
*Sweet spell lore.  Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost 2 CP or giving one of your units Ethereal means you have a spell for every situation.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*No multi-casters outside of bringing Teclis or &amp;lt;s&amp;gt;snorting crystal meth&amp;lt;/s&amp;gt; using aetherquartz.    &lt;br /&gt;
*You are the slowest of the Aelven factions (quite the oximoron). No alternative deployments, no summoning, no flying (outside Teclis), no scout.  Slightly migigated by one spell that doubles the movement of one unit.&lt;br /&gt;
*The models are bad to transport.  There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies.  They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz.&lt;br /&gt;
*Your only allies are the Idoneth, which is odd considering they hate Teclis yet seem to be ok working with him alongside his other creation.&lt;br /&gt;
*Your roster is surprisingly small and limited.&lt;br /&gt;
*They are not &#039;that&#039; much of High Elves. They still don&#039;t use fancy, fantasy things like Lions, Hawks, Dragons and much more.&lt;br /&gt;
*All your generic hero choices are mages so unless you bring Eltharion or Avalenor you will be lacking some real hard hitting power&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle.  Its effectiveness depends on your opponent.  It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers laugh this off).  However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.&lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;LORDS OF BRILLIANCE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Cathallar}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is well enough, as you&#039;ll be wanting every spell. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice AP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORDS OF STONE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth if their unit is wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save. And of course Loremaster is nice if you just want extra casting.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;HEIRLOOMS OF HYSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Cathallar}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
*You will be taking the Silver Wand. Everything else is hot garbage. The Phoenix Stone is just a worse version of Nation Specific artefact further down at first glance, but it works multiple times and affects all heroes within 12&amp;quot; even including Teclis. It&#039;s tempting but still too unreliable to be effective unless you break out the loaded dice. Blade of Leaping Gold would be great if you had a generic melee hero, but sadly you only have mages right now so it&#039;s bad. And that&#039;s assuming that any melee heroes would have the Cathallar tag in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GIFTS OF THE MOUNTAIN&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 tot he number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
*The hammer isn&#039;t half bad if you aren&#039;t planning on casting anything else.&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions.  They represent various nations of Lumineth Realm Lords that an army comes from.&lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero. At first you&#039;re like why is there a melee trait for squishy mage only heroes army? This thing is pure troll, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact: The Perfect Blade&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Would be great if you could give it to something other than a pansy wizard. (Will likely get a lot better when the more martial Heroes are released, as have been hinted at repeatedly in the Warhammer Community podcast)&lt;br /&gt;
&lt;br /&gt;
If you like using the Aetherquartz reserves, this will give you more options to do so and spread out the benefits.  &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;.  A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliathra Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Strike in Unison:&#039;&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal&lt;br /&gt;
*&#039;&#039;&#039;Simulacra Amulet:&#039;&#039;&#039; The Stacy Simulacra Amulet vs The Becky Phoenix Stone.  The first time the bearer dies, roll a dice.  On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like the cow elves and want to run an all Vanari army, this is your choice. For mages, you should probably take a Scinari Cathallar over a stone mage since this Nation doesn&#039;t do anything for Alarith units anyway. This nation will likely have the most models on the field out of the 4 options you can pass buffs along pretty damn quick. However due to the amount of models they encourage you to bring this will likely be the most expensive nation in terms of IRL cash&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; First cast, unbind, or dispel each hero phase gets +1 and each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Heat:&#039;&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3&lt;br /&gt;
&lt;br /&gt;
The magic choice.  Consider taking Teclis with this Great Nation to get the most out of them. Or don’t, as they look to work fine without Mr. T-pose. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. Combine this with the twin stones for more bonus’s to magic.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Battle Trait&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; End of combat phase, can use Tectonic Force again against another enemy unit within 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; When you pick this guy to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact:&#039;&#039;&#039; +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
For the Lumineth with [[Ossiarch Bonereapers|boner]] envy.  Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. This will likely be your very small elite army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF HYSH&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5 Double the movement of a friendly unit within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.&lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. To optimize your mortal wounds reroll any dice that don&#039;t trigger one for the best odds of sniping your target.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities.  Awesome... unless you&#039;re versing Ossiarch Bonereapers.&lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE OF THE MOUNTAINS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move.&lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result lower than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENDLESS SPELLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and might deal mortal wounds to enemy units in base contact (1 on a d6 roll of 4 or 5, d3 on a roll of a 6). Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; the bubble.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). Your wizards can, while within 12 of it, choose to add the value of the charges to their casting roll. Neat, but you have to add it before you roll to cast, so while it can make sure you get a high value spell off, it&#039;s only of debatable usefulness. (Per the FAQ on its order of operations. After one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. That&#039;s pretty damn useful, especially when stacked with Zaitrec and Teclis for +4 on every wizards first cast.)&lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. A very powerful endless spell that not only limits your opponent&#039;s movement but encourages them to move away or suffer another D3 mortals (which they have a harder time doing while in close combat). Given the high cost of units, you will often have 40-100 points leftover for endless spells.&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===HQ===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] and Celennar , [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf Spirit of Hysh] (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|literal god-tier]] [[Archaon|models]].  He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;he gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;.  His and Celennar&#039;s melee attacks have decent rend, but Teclis is at his weakest in combat.  &lt;br /&gt;
**Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it&#039;s auto cast at 12 but can be unbound. If 3 or 4, it&#039;s auto cast at 10 and can be unbound. &lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+ and an enemy within 18&amp;quot; takes D3 MW.&lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus Arcane Bolt, Mystic Shield and all 12 of the Lumineth specific spells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness &amp;amp; a ranged MW output to hold your opponent&#039;s focus &amp;amp; otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24&amp;quot;). Damage bonuses to charging &amp;amp; against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Cavalry who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army. It has  30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each. FIVE! That’s more than Sigmars hammer. He also has a ranged debuff which makes all enemy units within 12” have a -1 to hit, which is great in the center of your combat force. He also has a command ability which can give D3 Alarith units +1 attack &amp;lt;s&amp;gt;(inc himself)&amp;lt;/s&amp;gt; [The command ability targets Alarith &#039;&#039;Aelfs&#039;&#039;, which he himself obviously is not]. His damage, debuff range and shooting range decrease with damage, but if you have a Stonemage within 12 of him you can treat these ranges as if he has taken 0 wounds. So its swinging at full capacity until it or the mage is dead. Its not easy to take him down fast either, as he has a 3+ AS (which can be 2+ with the Aetherquartz for 1 phase) and a 5++ of in the protection of Hysh bubble. His last ability, Elder wisdom, allows a hero within 6&amp;quot; at the end of the hero phase gets to use a command ability for free next turn, so could work well with the light of Eltharion   &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (130 pts) Floaty big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can bust a move that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. Stonemage activates his floaty chair and gains &#039;&#039;&#039;FLY&#039;&#039;&#039; until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039;. But the fun doesn&#039;t stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next &#039;&#039;&#039;HERO PHASE&#039;&#039;&#039; its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn&#039;t move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn&#039;t for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly &amp;quot;allows near&amp;quot; your units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth Model within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; and add their casualties to their bravery roll. Basically her job is to keep your troops in the fight making the enemies all collectively shit themselves and run away.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt; spears &amp;lt;/s&amp;gt; pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the &#039;&#039;start&#039;&#039; of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors, Stormcast Eternals, and any kind of Cavalry which will negate your bonuses, if you can cast speed of Hysh on them though you&#039;ll be looking at a 28&amp;quot; standard move...and really having no excuse as far as being to choose the right battles/charges for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spearelves poke &amp;amp; hold the line against heavy hitters (&amp;amp; the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on &amp;quot;unmodified&amp;quot; 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size units is probably better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;re playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with dual hammers with additional attacks. If you roll an unconditional 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Mootain. Your primary beat-stick and use for command points. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit&#039;s melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your objective holders hold your objectives better.&lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charage and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120)&#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1810&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
This would actually be a good addition to ally in to Stormcast. Give them some fast cavalry to keep the hoards at bay.&lt;br /&gt;
&lt;br /&gt;
===Super Battalion===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
&lt;br /&gt;
Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. But really, in what scenario would you run this?&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Oddly, the army may only take Idoneth Deepkin as allies. They must have gotten over their deep-sea-ted hatred of Teclis. Consider taking a unit of 6 eels for dealing damage and taking objectives, as the army lacks flying and hard-hitting options outside of Teclis and the Mootains, respectively.&lt;br /&gt;
&lt;br /&gt;
With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Alopexes to give your army some much needed backline deployment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis. And before you get excited looking at the spell list, Speed of Hysh can only target Lumineth Realm-lords units. He&#039;s still going to be as slow as anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34519</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34519"/>
		<updated>2021-01-05T03:39:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Heroes */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* The Eidolons are expensive in terms of cash.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
* Your Battletome is from before AoS2, and whilst it&#039;s still in decent shape, you are still behind other armies.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the fourth-oldest active Battletome and thus relatively due for an update (Maggotkin of Nurgle, Legions of Nagash, and Daughters of Khaine all predate this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book. It&#039;ll be interesting to see which will end up coming first, a new Idoneth Deepkin battletome or a new edition of AOS.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may takea different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army - put the bearer at the front of your army and activate this in your opponent&#039;s shooting phase. The bearer can&#039;t be targeted because of the Cloud, and the rest of your Deepkin can&#039;t be targeted because they&#039;re not the closest unit.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**Make Volturnos jealous of your prowess by giving your Akhelian King the Incandescent Rageblade from Aqshy.  Having 1 of the bearers melee weapons scores 2 hits instead of 1 PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability and/or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
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===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120/360, Min:10, Max:30). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 120, Min:10, Max:20). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 140, Min:3, Max:12). Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 170, Min:3, Max:12)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. It&#039;s crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. It&#039;s fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, thats sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead everyone with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
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Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
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*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (790pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
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You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
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*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (700pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
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The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
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*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1420pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
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The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
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Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
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You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
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===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
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This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
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The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
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*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
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*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
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*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave.&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
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*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
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==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Darkling Covens&#039;&#039;&#039;: Eldritch Council and your Reavers do what they do better, but Word of Pain from a Sorceress does help with -1 to Hit spam in a mage heavy list.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Eldrich Council&#039;&#039;&#039;: Loremaster dropping Hand of glory on a King, or Storm Eidolon can do nasty things to the enemy. Archmage on Horse can keep up with the army and protect you from Mortal Wounds. Archmage on Dragon is always nice to have plus Dispel Magic is a very useful spell to have access too. Just remember that Loremasters and Archmages are susceptible to being sniped out.&lt;br /&gt;
*&#039;&#039;&#039;Order Serpentis&#039;&#039;&#039;: More expendable cavalry to soak up fire for your Akhelians could be nice. Or, you know, just add a Dragon or Hydra and go Ionrach so it profits from &#039;&#039;Tides of Death&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Scourge Privateers&#039;&#039;&#039;: Other than being great thematically, these aren&#039;t all too useful. On the flip side, Idoneth Deepkin make amazing allies for the Privateers. Also, with their 12&amp;quot; move, a single Scourgerunner Chariot isn&#039;t the worst way to spend those last 60 points, as your only other choices for that exact amount would be a random Black Ark Fleetmaster, a unit of 5 Spite-Revenants, or an Endless Spells or two.&lt;br /&gt;
*&#039;&#039;&#039;Shadowblades&#039;&#039;&#039;: An allied Assassin could be interesting but really, Daughters of Khaine do everything they do but better. Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants in case you want to go Warmachine hunting without investing hundreds of points into a Soulscryer and an escort. Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Wanderers&#039;&#039;&#039;: Fitting a unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button. Combining them with the Deepkin is going to make people even more angry than usual, though. Sisters of the Thorn are an awesome addition to Cavalry army and provide a very nice spell to boot. Eternal Guards are rerolling saves of 1 and 2, if they are in cover. With the Ionrach rule, they will profit from the cover of the Tides of Death. Also, they are as fast as Namarti Thralls and cost 70 point per 10 models. A Waywatcher has the invisible hunter rule, which gives shooting units, that target him -1 to hit. He can give this to other Wanderer units within 18&amp;quot; for 1 command point.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your general into a priest as well, or gives a priest as general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls (eels and the King are now 15&amp;quot;! turtles and sharks 13&amp;quot;) [sadly doesn&#039;t help non-Akhelians]&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Dwarfs, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the vast Realm Lores (7 per realm) [albeit limited to agreeing with your opponent about location before the game]&lt;br /&gt;
*if your 3 artefacts aren&#039;t suitable, claiming that your army is from a specific realm opens up the choices nicely (though this isn&#039;t exactly lore-accurate, but whatever)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34518</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34518"/>
		<updated>2021-01-05T03:34:26Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Why play Idoneth Deepkin? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Nearly all of your melee units hit like a runaway freight train.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and like how the Atlanteans&#039; armies look in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Namarti are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* The Eidolons are expensive in terms of cash.&lt;br /&gt;
* Your army is mostly monobuild; you will not have a competitive list without the eel riders.&lt;br /&gt;
* Your Battletome is from before AoS2, and whilst it&#039;s still in decent shape, you are still behind other armies.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=Generals Handbook 2020}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the fourth-oldest active Battletome and thus relatively due for an update (Maggotkin of Nurgle, Legions of Nagash, and Daughters of Khaine all predate this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book. It&#039;ll be interesting to see which will end up coming first, a new Idoneth Deepkin battletome or a new edition of AOS.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command and Mount Traits===&lt;br /&gt;
==== Command Traits ====&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Deepmare ====&lt;br /&gt;
With Broken Realms, we got Mount Traits for Deepmares. Yes, Volturnos&#039; mount Uasall can take one. One Deepmare may take one trait, for every battalion one additional Deepmare may take a different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Swift-finned Impaler:&#039;&#039;&#039; If the roll on the Deepmare Horn ability is 6, you do D6 instead of D3 Mortal Wounds. &lt;br /&gt;
#&#039;&#039;&#039;Savage Ferocity:&#039;&#039;&#039; Both Deepmare attack profiles get 1 extra attack.&lt;br /&gt;
#&#039;&#039;&#039;Voidchill Darkness:&#039;&#039;&#039; We got a winner lads, as every enemy model within 3&amp;quot; get to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
==== Mount Traits: Leviadon ====&lt;br /&gt;
Also from Broken Realms, one Leviadon may take one trait, for every battalion one additional Leviadon may takea different trait, so no trait twice and nobody gets two traits.&lt;br /&gt;
#&#039;&#039;&#039;Ancient:&#039;&#039;&#039; You ignore rend of -1, but not -2 or more. This makes the Leviadons shiny new shell even harder to crack.&lt;br /&gt;
#&#039;&#039;&#039;Denizen of the Darkest Depths:&#039;&#039;&#039; One extra free Mortal Wound for the impact damage. Specifically states that you still do this extra Mortal Wound if you failed the roll to trigger Crushing Charge.&lt;br /&gt;
#&#039;&#039;&#039;Reverberating Carapace.&#039;&#039;&#039; Increase the Void Drum&#039;s range from 12&amp;quot; to 15&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army - put the bearer at the front of your army and activate this in your opponent&#039;s shooting phase. The bearer can&#039;t be targeted because of the Cloud, and the rest of your Deepkin can&#039;t be targeted because they&#039;re not the closest unit.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn &amp;lt;s&amp;gt;and worthless on any other turn if you have a Leviadon&amp;lt;/s&amp;gt; This is no longer true. In fact, imagine Ishlaen Guard with a Leviadon plus this spell. Damn near impregnable.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrosion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game. Be aware that mathematical your have to [https://www.youtube.com/watch?v=g-4-gLlF0uw fish] for at least a +3 for a better then 50/50 chance. So if your planning on needing a ritual to go off try and get at least two priests and keep them close to keep a [https://www.youtube.com/watch?v=g-4-gLlF0uw floating] +3 to cast them that can be further increased by more heroes or a Shipwreck if you desire.&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts, but it can be very good against. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; [270 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; [70 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; [230 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**Make Volturnos jealous of your prowess by giving your Akhelian King the Ethereal Amulet.  Worried about using your Falchion in combat because putting away your shield gives you a -1 to save modifier? WORRY NO MORE, GENTLE SEA ELF.  Having a 3+ unrendable save PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability or the Unstoppable Fury command trait (in High Tide only) will please you. &lt;br /&gt;
*^Doesn&#039;t work any more thanks to the 2020 GHB getting rid of realm artefacts&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; [100 pts.] A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; [130 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; [80 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; [330 pts.] With Broken Realms the Eidolons were finally revamped and since GW doesn&#039;t like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm remains the melee fighter he already was and his tricks are essentially the same. With 12 Wounds and a 3+ save he is happy to get stuck in there and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attack, but now also provide him with a 5+ shrug. Pulling an enemy hero into the deeps no longer makes that hero worse at hitting and instead allows the Eidolon to hit on 2s with his own weapons and the Stormshoal on 3&#039;s. Why make the return of the enemy worse, if you can finally kill him outright? Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 18&amp;quot;. At 330 points, this Eidolon is finally playable, blends lesser units and Heros with 8 or less wounds will fold before his awesome power.  &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; [330 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ shrug. He retains his vital +3 Bravery bubble, now as wholly within 18&amp;quot;. Still very important to keep those Namarti where they are ought to be. The new Dormant Energies rule finally allows rerolls for all his magic rolls instead of only one, and if you don&#039;t use any of these rerolls in your hero phase, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D6 enemy units with a -1 to hit and Bravery until your next hero phase.  He too dropped down to 330 points. Yes, this does indeed mean that since he was released he dropped by 110 points, a full quarter of his original cost. He too is finally playable, his biggest weakness being the short range of his spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 120/360, Min:10, Max:30). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 120, Min:10, Max:20). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 140, Min:3, Max:12). Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 170, Min:3, Max:12)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 110, Min:1, Max:3, Website Warscroll no longer up to date.) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14&amp;quot; flying, 8 wounds, 4+ save and no longer a Monster, so let&#039;s get to cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/1 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/1. While that damage is worse than the Harpoon, you only need to hit your target for the prize - your fancy new rule &amp;quot;Entangled&amp;quot; triggers and the hit unit cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemywith 6 attacks, hitting and wounding on 3s bcause you are aelves, but no rend. The shark itself doesn&#039;t have fins anymore and the bite changed a lot. It is now 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 3&amp;quot; has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. Finally, they can be taken in units of up to 3, which is very risky due to Bravery 6, but with a potentially huge payoff. In exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Now at 110 points, so you can consider this living cruise missile.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; [340 pts.] Sea turtles, mate! Blessed be Morathi&#039;s treacherous ways, because finally the Leviadon has a warscroll that wasn&#039;t left in some half-baked beta state! The warscroll on the Website is currently not up to date. A fixed 10&amp;quot; flying move, a massive 16 wounds and a initial save of 2+ make this a tough shell to break. &amp;quot;Initial save?&amp;quot; you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it&#039;s a 4+ and on it&#039;s last fin it&#039;s save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it&#039;s carapace will pay dearly for it. Its Razorshell Harpoon Launchers buffed to 8 Attacks 3+/3+/-1/1, delivering Dakka from 24&amp;quot;. It&#039;s crew rather inconsequentially poke six times with no rend, and the real hurt comes from the turtle itself. It&#039;s fins cleave four times with 2&amp;quot; 2+/3+/-1/ starting at four damage a swing, thats sixteen wounds you can punch in somewhere. Its bite decided that it&#039;s old swingy ways are for losers, so it got two attacks, hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. No more sadness with a D6 roll for the damage done. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! After you make a charge move you already do damage. Like the Deepmare of your Kings, you roll a D6, on a 2+ the charged unit suffers D3 Mortal Wounds or D6 if the unit&#039;s models only  have 1 wound. This butchers small models, so Clanrats beware. We are not done yet. The old useless cover of the Void Drum is gone, now instead everyone with 8 wounds or less and wholly within 12&amp;quot; just get +1 to their save. This is better than cover and stacks with it. If your Ishlaen Guard are here Turn 1, they have a 2+ unrendable save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble, which is clearly intended to make them more of a viable choice. 340 points, Monster and a Behemoth.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (790pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (700pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1420pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave.&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Darkling Covens&#039;&#039;&#039;: Eldritch Council and your Reavers do what they do better, but Word of Pain from a Sorceress does help with -1 to Hit spam in a mage heavy list.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Eldrich Council&#039;&#039;&#039;: Loremaster dropping Hand of glory on a King, or Storm Eidolon can do nasty things to the enemy. Archmage on Horse can keep up with the army and protect you from Mortal Wounds. Archmage on Dragon is always nice to have plus Dispel Magic is a very useful spell to have access too. Just remember that Loremasters and Archmages are susceptible to being sniped out.&lt;br /&gt;
*&#039;&#039;&#039;Order Serpentis&#039;&#039;&#039;: More expendable cavalry to soak up fire for your Akhelians could be nice. Or, you know, just add a Dragon or Hydra and go Ionrach so it profits from &#039;&#039;Tides of Death&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Scourge Privateers&#039;&#039;&#039;: Other than being great thematically, these aren&#039;t all too useful. On the flip side, Idoneth Deepkin make amazing allies for the Privateers. Also, with their 12&amp;quot; move, a single Scourgerunner Chariot isn&#039;t the worst way to spend those last 60 points, as your only other choices for that exact amount would be a random Black Ark Fleetmaster, a unit of 5 Spite-Revenants, or an Endless Spells or two.&lt;br /&gt;
*&#039;&#039;&#039;Shadowblades&#039;&#039;&#039;: An allied Assassin could be interesting but really, Daughters of Khaine do everything they do but better. Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a reroll 1 to Hit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants in case you want to go Warmachine hunting without investing hundreds of points into a Soulscryer and an escort. Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Wanderers&#039;&#039;&#039;: Fitting a unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button. Combining them with the Deepkin is going to make people even more angry than usual, though. Sisters of the Thorn are an awesome addition to Cavalry army and provide a very nice spell to boot. Eternal Guards are rerolling saves of 1 and 2, if they are in cover. With the Ionrach rule, they will profit from the cover of the Tides of Death. Also, they are as fast as Namarti Thralls and cost 70 point per 10 models. A Waywatcher has the invisible hunter rule, which gives shooting units, that target him -1 to hit. He can give this to other Wanderer units within 18&amp;quot; for 1 command point.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. If you want a big monster that isn’t the Turtle, then this is your pick.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your general into a priest as well, or gives a priest as general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls (eels and the King are now 15&amp;quot;! turtles and sharks 13&amp;quot;) [sadly doesn&#039;t help non-Akhelians]&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Dwarfs, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the vast Realm Lores (7 per realm) [albeit limited to agreeing with your opponent about location before the game]&lt;br /&gt;
*if your 3 artefacts aren&#039;t suitable, claiming that your army is from a specific realm opens up the choices nicely (though this isn&#039;t exactly lore-accurate, but whatever)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33787</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=33787"/>
		<updated>2021-01-05T03:27:23Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Pros */&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;
* Most of them are [[Hot Chicks]] or [[Monstergirl|Monstergirls]] in bikinis (except the Doomfire Warlocks and Avatars of Khaine, but those are 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;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* The right unit/hero choices mean you literally have an army of [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis.&lt;br /&gt;
* Morathi is one of the most powerful models in the game.  Her main form is almost at the level of the [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  Even moreso now she&#039;s a goddess with two bodies, so both her caster form and monster form are on the tabletop.&lt;br /&gt;
* Some of the best melee in the setting, only the [[Flesh-Eater Courts|crazy cannibals]] or the best followers of [[Khorne|big red]] or [[Slaanesh|the colossal pervert]] can hit like you do 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;
* 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;
&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. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army. Bar Morathi-Khaine you only have the Bloodwrack Medusa, who only gives you one spell/dispel per turn without relics or artifacts, and the Doomfire Warlocks who can be very powerful, but get expensive in blocks of 10 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&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. Pairs well with a Slaughter Queen on Cauldron of Blood for Bravery 10, which lets you easily get the extra damage from Mindrazor off against most units in the game.&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.&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 explodes 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 first 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 melee weapons gain an additional -1 Rend and 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. Our Most used spell and a must have for the -1 Rend alone&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;. In the combat phase 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;
You may say your army is from one of the four temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability, and allows you to upgrade one of your Warscroll Battalions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; When you get to Zealot&#039;s Rage on Blood Rites (turn 3) you get to reroll all hits as opposed to 1s. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039; Your general, and all units within 7 inches, get a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You may include an 1 Avatar of Khaine or an additional Cauldron of Blood for this Battalion&lt;br /&gt;
&lt;br /&gt;
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;
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&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Add +1 to Hit rolls when Charging&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039;  N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039;  N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact - The Darksword: YOU MUST TAKE THIS IF YOU INCLUDE A SLAUGHTER QUEEN IN YOUR ARMY&#039;&#039;&#039; Add +1 attacks to your Slaughter Queen&#039;s Deathsword. 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)&lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
&lt;br /&gt;
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. Though not having a unique command ability means you will be stuck with the generic ones if your running a full snake army.&lt;br /&gt;
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&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; If you&#039;re still within 3 of an enemy after you fight, roll a D6. On a 6, pile in and attack again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact - The Venom of Nagenda: A KRAITH HERO MUST TAKE THIS&#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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You can include any number of Slaughter and Hag Queens in this Battalion &lt;br /&gt;
&lt;br /&gt;
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;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; At the start of the Hero Phase 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. This unit cannot move in the next movement phase. Essentially turns all of your units into pseudo Khinerai units. Put Mindrazor and Catechism of Murder on a unit of Bloodsisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Temple Nest:&#039;&#039;&#039; May take up to two additional units of Blood Sisters or Blood Stalkers (or mix). &lt;br /&gt;
&lt;br /&gt;
Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery will ensure you get the bonus dmg from Mindrazor and a free artifact is always welcome.&lt;br /&gt;
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&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;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-high-oracle-of-Khaine-en.pdf Morathi, High Oracle of Khaine] : (480pts) 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;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-the-shadow-queen-en.pdf 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;
;&#039;&#039;&#039;Morathi-Khaine and The Shadow Queen&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better.&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (140 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can&#039;t take relics or command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+, essentially giving 5 ablative wounds for 40 points. If you have the 40 points to spare after taking a Hag Queen, she&#039;s well worth it for heri increased durability. Also, don&#039;t forget that Kyrae has a bow, which can do pick damage.&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts)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 therefore 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;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (100pts)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 100pts 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; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] : (290ts, Behemoth)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 death-train, make a Slaughterqueen 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (140pts)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (210pts, Behemoth)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (140pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 120). 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. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. 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. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80/280pts) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 90pts) 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 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 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 140pts) 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 6, 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 140pts) 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+/-2/1 (higher rend than its version on Cauldron) 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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; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
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Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
;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;
&lt;br /&gt;
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;One Slaughter Queen, 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;
ABILITIES&lt;br /&gt;
Blood Rituals: If your army has the DAUGHTERS OF KHAINE allegiance, units in this battalion count the current battle round number as being 1 higher than it actually is when determining what abilities they receive from the Blood Rites battle trait (pg 50). This is cumulative with other, similar abilities (e.g. the True Believer Command Trait or the Sacrament of Blood prayer).&lt;br /&gt;
Devout Followers: Do not take a battleshock test for War Coven of Morathi units that are within 18&amp;quot; of Morathi (in either of her forms) when the test is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#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. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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.Vanguard raptors can add high volume of shots or character sniping. Knight-Incantors can add some magic options (like Everblaze comet) and the auto dispel. Same price as a Medusa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==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:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33786</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=33786"/>
		<updated>2021-01-05T03:27:12Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Pros */&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;
* Most of them are [[Hot Chicks]] or [[Monstergirl|Monstergirls]] in bikinis (except the Doomfire Warlocks and Avatars of Khaine, but those are 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;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* The right unit/hero choices mean you literally have an army of [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis.&lt;br /&gt;
* Morathi is one of the most powerful models in the game.  Her main form is almost at the level of the [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  Even moreso now she&#039;s a goddess with one soul in two bodies, so both her caster form and monster form are on the tabletop.&lt;br /&gt;
* Some of the best melee in the setting, only the [[Flesh-Eater Courts|crazy cannibals]] or the best followers of [[Khorne|big red]] or [[Slaanesh|the colossal pervert]] can hit like you do 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;
* 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;
&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. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army. Bar Morathi-Khaine you only have the Bloodwrack Medusa, who only gives you one spell/dispel per turn without relics or artifacts, and the Doomfire Warlocks who can be very powerful, but get expensive in blocks of 10 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&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. Pairs well with a Slaughter Queen on Cauldron of Blood for Bravery 10, which lets you easily get the extra damage from Mindrazor off against most units in the game.&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.&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 explodes 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 first 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 melee weapons gain an additional -1 Rend and 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. Our Most used spell and a must have for the -1 Rend alone&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;. In the combat phase 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;
You may say your army is from one of the four temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability, and allows you to upgrade one of your Warscroll Battalions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; When you get to Zealot&#039;s Rage on Blood Rites (turn 3) you get to reroll all hits as opposed to 1s. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039; Your general, and all units within 7 inches, get a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You may include an 1 Avatar of Khaine or an additional Cauldron of Blood for this Battalion&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Add +1 to Hit rolls when Charging&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039;  N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039;  N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact - The Darksword: YOU MUST TAKE THIS IF YOU INCLUDE A SLAUGHTER QUEEN IN YOUR ARMY&#039;&#039;&#039; Add +1 attacks to your Slaughter Queen&#039;s Deathsword. 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)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
&lt;br /&gt;
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. Though not having a unique command ability means you will be stuck with the generic ones if your running a full snake army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; If you&#039;re still within 3 of an enemy after you fight, roll a D6. On a 6, pile in and attack again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact - The Venom of Nagenda: A KRAITH HERO MUST TAKE THIS&#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. &lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You can include any number of Slaughter and Hag Queens in this Battalion &lt;br /&gt;
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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;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; At the start of the Hero Phase 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. This unit cannot move in the next movement phase. Essentially turns all of your units into pseudo Khinerai units. Put Mindrazor and Catechism of Murder on a unit of Bloodsisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Temple Nest:&#039;&#039;&#039; May take up to two additional units of Blood Sisters or Blood Stalkers (or mix). &lt;br /&gt;
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Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
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Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery will ensure you get the bonus dmg from Mindrazor and a free artifact is always welcome.&lt;br /&gt;
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==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;
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===Heroes===&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-high-oracle-of-Khaine-en.pdf Morathi, High Oracle of Khaine] : (480pts) 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;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-the-shadow-queen-en.pdf 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;
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;&#039;&#039;&#039;Morathi-Khaine and The Shadow Queen&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (140 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can&#039;t take relics or command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+, essentially giving 5 ablative wounds for 40 points. If you have the 40 points to spare after taking a Hag Queen, she&#039;s well worth it for heri increased durability. Also, don&#039;t forget that Kyrae has a bow, which can do pick damage.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts)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 therefore 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;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (100pts)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 100pts 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; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] : (290ts, Behemoth)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 death-train, make a Slaughterqueen 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (140pts)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (210pts, Behemoth)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (140pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 120). 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. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. 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. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80/280pts) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 90pts) 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 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 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;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 140pts) 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 6, 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;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 140pts) 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+/-2/1 (higher rend than its version on Cauldron) 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;
&lt;br /&gt;
==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;
&lt;br /&gt;
; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
;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;
&lt;br /&gt;
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;
&lt;br /&gt;
;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;
&lt;br /&gt;
;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;
&lt;br /&gt;
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;
&lt;br /&gt;
;Shadowhammer Compact (1080pt. min.) : &#039;&#039;One Slaughter Queen, 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;
&lt;br /&gt;
===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;
&lt;br /&gt;
==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;
ABILITIES&lt;br /&gt;
Blood Rituals: If your army has the DAUGHTERS OF KHAINE allegiance, units in this battalion count the current battle round number as being 1 higher than it actually is when determining what abilities they receive from the Blood Rites battle trait (pg 50). This is cumulative with other, similar abilities (e.g. the True Believer Command Trait or the Sacrament of Blood prayer).&lt;br /&gt;
Devout Followers: Do not take a battleshock test for War Coven of Morathi units that are within 18&amp;quot; of Morathi (in either of her forms) when the test is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#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. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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.Vanguard raptors can add high volume of shots or character sniping. Knight-Incantors can add some magic options (like Everblaze comet) and the auto dispel. Same price as a Medusa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==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:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33785</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=33785"/>
		<updated>2021-01-05T03:26:42Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Pros */&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;
* Most of them are [[Hot Chicks]] or [[Monstergirl|Monstergirls]] in bikinis (except the Doomfire Warlocks and Avatars of Khaine, but those are 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;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* The right unit/hero choices mean you literally have an army of [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis.&lt;br /&gt;
* Morathi is one of the most powerful models in the game.  Her main form is almost at the level of the [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  Even moreso now she&#039;s one soul in two bodies and godlike, so both her caster form and monster form are on the tabletop.&lt;br /&gt;
* Some of the best melee in the setting, only the [[Flesh-Eater Courts|crazy cannibals]] or the best followers of [[Khorne|big red]] or [[Slaanesh|the colossal pervert]] can hit like you do 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;
* 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;
&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. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army. Bar Morathi-Khaine you only have the Bloodwrack Medusa, who only gives you one spell/dispel per turn without relics or artifacts, and the Doomfire Warlocks who can be very powerful, but get expensive in blocks of 10 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&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. Pairs well with a Slaughter Queen on Cauldron of Blood for Bravery 10, which lets you easily get the extra damage from Mindrazor off against most units in the game.&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;
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===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.&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;
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===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 explodes 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 first 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;
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===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 melee weapons gain an additional -1 Rend and 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. Our Most used spell and a must have for the -1 Rend alone&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;. In the combat phase 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;
You may say your army is from one of the four temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability, and allows you to upgrade one of your Warscroll Battalions.&lt;br /&gt;
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&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; When you get to Zealot&#039;s Rage on Blood Rites (turn 3) you get to reroll all hits as opposed to 1s. &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039; Your general, and all units within 7 inches, get a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You may include an 1 Avatar of Khaine or an additional Cauldron of Blood for this Battalion&lt;br /&gt;
&lt;br /&gt;
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;
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&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Add +1 to Hit rolls when Charging&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039;  N/A&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039;  N/A&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Darksword: YOU MUST TAKE THIS IF YOU INCLUDE A SLAUGHTER QUEEN IN YOUR ARMY&#039;&#039;&#039; Add +1 attacks to your Slaughter Queen&#039;s Deathsword. 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)&lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
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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. Though not having a unique command ability means you will be stuck with the generic ones if your running a full snake army.&lt;br /&gt;
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&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; If you&#039;re still within 3 of an enemy after you fight, roll a D6. On a 6, pile in and attack again.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Venom of Nagenda: A KRAITH HERO MUST TAKE THIS&#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. &lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Cauldron Guard:&#039;&#039;&#039; You can include any number of Slaughter and Hag Queens in this Battalion &lt;br /&gt;
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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;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; At the start of the Hero Phase 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. This unit cannot move in the next movement phase. Essentially turns all of your units into pseudo Khinerai units. Put Mindrazor and Catechism of Murder on a unit of Bloodsisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Temple Nest:&#039;&#039;&#039; May take up to two additional units of Blood Sisters or Blood Stalkers (or mix). &lt;br /&gt;
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Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery will ensure you get the bonus dmg from Mindrazor and a free artifact is always welcome.&lt;br /&gt;
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==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;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-high-oracle-of-Khaine-en.pdf Morathi, High Oracle of Khaine] : (480pts) 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;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-the-shadow-queen-en.pdf 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;
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;&#039;&#039;&#039;Morathi-Khaine and The Shadow Queen&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (140 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can&#039;t take relics or command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+, essentially giving 5 ablative wounds for 40 points. If you have the 40 points to spare after taking a Hag Queen, she&#039;s well worth it for heri increased durability. Also, don&#039;t forget that Kyrae has a bow, which can do pick damage.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts)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 therefore 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;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (100pts)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 100pts 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; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] : (290ts, Behemoth)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 death-train, make a Slaughterqueen 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (140pts)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (210pts, Behemoth)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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (140pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120/300) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 120). 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. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. 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. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80/280pts) 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 90pts) 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 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 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 140pts) 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 6, 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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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 140pts) 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+/-2/1 (higher rend than its version on Cauldron) 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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; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
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Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
;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;
&lt;br /&gt;
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;One Slaughter Queen, 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;
ABILITIES&lt;br /&gt;
Blood Rituals: If your army has the DAUGHTERS OF KHAINE allegiance, units in this battalion count the current battle round number as being 1 higher than it actually is when determining what abilities they receive from the Blood Rites battle trait (pg 50). This is cumulative with other, similar abilities (e.g. the True Believer Command Trait or the Sacrament of Blood prayer).&lt;br /&gt;
Devout Followers: Do not take a battleshock test for War Coven of Morathi units that are within 18&amp;quot; of Morathi (in either of her forms) when the test is taken.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#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. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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.Vanguard raptors can add high volume of shots or character sniping. Knight-Incantors can add some magic options (like Everblaze comet) and the auto dispel. Same price as a Medusa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==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:FFC0:6DB1:CFFE:C214:9721</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36517</id>
		<title>Age of Sigmar/Tactics/Order/Seraphon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36517"/>
		<updated>2021-01-05T03:24:06Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:6DB1:CFFE:C214:9721: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Seraphon|Logo=Lizardy.jpeg|Alliance=Order| Lore=Lizardmen|Motto=Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up.}}&lt;br /&gt;
Get on your dinosaur. We’re on a mission from [[Old Ones (Warhammer)|God]]. The Seraphon are here to enact the Great Plan across all the Realms.&lt;br /&gt;
==Why Play Seraphon==&lt;br /&gt;
Because they are [[Lizardmen]] in AoS. [[Awesome|Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs]], what is not to love? &lt;br /&gt;
&lt;br /&gt;
Want more details?, fine:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].  This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding elven soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad gladiator elf chicks and monstergirls]]).&lt;br /&gt;
&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
&lt;br /&gt;
* Many big heroes can generate more CP for your Dino synergies.&lt;br /&gt;
&lt;br /&gt;
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.&lt;br /&gt;
&lt;br /&gt;
* They have arguably the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, and the regular Slann is no slouch either&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* They have a strong community and a really passionate fanbase. It&#039;s fun to play a faction that has so much love behind it.&lt;br /&gt;
&lt;br /&gt;
* With the advent of the 2020 Battletome, now we come in two tasty flavours! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Serapohn starting to colonize the Realms and starting to make their very own mini-Lustrias wherever then settle and pure dinosaurian might? Go Coalesced.&lt;br /&gt;
&lt;br /&gt;
* If you are a returning player from the by-gone days of WHFB, Coalesced will play very much like the Lizardmen of yore, which is a nice return to form if you were a fan of that lore/playstyle&lt;br /&gt;
&lt;br /&gt;
* Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army.&lt;br /&gt;
&lt;br /&gt;
* [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.&lt;br /&gt;
&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*None. They are [[Awesome|Aztec lizardmen riding dinosaurs]]. How in the actual fuck could they have a con.&lt;br /&gt;
*...buuuut... as of 2020, the faction got radically redone because of [[Powergamer|player abuse]]. Like, really redone. No more OP Summoning (at least you are Dracothion&#039;s Tail) and skink kiting. You have to rethink how to play them as many of the old combos have either been done away with or changed to the point the old tactics just won&#039;t work anymore. Now, this can also be a pro depending if you played against this army before.&lt;br /&gt;
* Some say that  your generals are the glue that keeps your army together: all of your heroes keep your units together; this is a synergy dependent army, most Seraphon units base warscrolls are fairly weak for their points cost&lt;br /&gt;
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds as there&#039;s little they can do about it.  &lt;br /&gt;
* They don&#039;t make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.&lt;br /&gt;
* While having lots of bonuses for hit rolls, Seraphon doesn&#039;t have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.&lt;br /&gt;
* Most of the models are old, and there&#039;s some Finecrap/Failcast units too.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Seraphon|points=Seraphon - Errata July 2020}}&lt;br /&gt;
&lt;br /&gt;
Seraphon(2020)&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Stars and the Realms:&#039;&#039;&#039; You must pick if your entire army has The Coalesced or Starborne allegiance during list building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemplations of the Ancient One:&#039;&#039;&#039; At the end of your hero phase, 1 friendly {{AOSKeyword|SLANN WIZARD}} can swap their Celestial Domination Lore spell with another. It gives you a nice extra level of adaptability to battlefield conditions. This is literally the old rule only Slann had, but it no longer costs a spell less to cast. Fantastic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Asterisms:&#039;&#039;&#039; At the start of each your hero phases, you pick a constellation to be active.&lt;br /&gt;
**&#039;&#039;&#039;The Great Drake:&#039;&#039;&#039;  During combat phase pick a SERAPHON hero, +1 attack to his melee weapons (including his mount, aka Carnosaur/Stegadon)&lt;br /&gt;
**&#039;&#039;&#039;The Hunter&#039;s Steed:&#039;&#039;&#039; +1 run and charge for ALL friendly Seraphon.&lt;br /&gt;
**&#039;&#039;&#039;The Sage&#039;s Staff:&#039;&#039;&#039; In the hero phase, pick a Seraphon Wizard, he gains +1 casting and dispelling during your turn and +1 unbinding during enemy&#039;s. This stacks with the Slann&#039;s base +1, making them awesome.&lt;br /&gt;
&lt;br /&gt;
====The Coalesced ====&lt;br /&gt;
Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love,  colonizing the Mortal Realms and [[Awesome|making their very own mini-Lustrias wherever they land]]. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coalesced Constellation:&#039;&#039;&#039; You may take only the Koatl&#039;s Claw or Thunder Lizard constellations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predatory Fighters:&#039;&#039;&#039; +1 attack of jaw weapons by Coalesced. ALL weapons with &#039;&#039;&#039;JAW&#039;&#039;&#039; in the name, take the time to read through which units have jaw weapons, some are surprising (Basically everything that is not a foot Skink, a flying Skink or Slaan)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scaly Skin:&#039;&#039;&#039; -1 damage inflicted for each successful attack against a Coalesced unit (min 1). This works best against 2 damage attacks, halving their damage output and often neutering the units effectiveness. Hear that? Thats Ogor players crying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cold-Blooded:&#039;&#039;&#039; {{AOSKeyword|SERAPHON}} Ignore Bravery modifiers (both positive and negative). This makes hordes a little less attractive as you dont get the bonus for every 10 models, but this is helpful to keep your Saurus in line. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primeval Dominion:&#039;&#039;&#039; [[Just as planned|Within your territory, only you benefit from Damned, Arcane, Inspiring, or Mystical terrain features, and only the enemy suffer from Deadly and Sinister]].&lt;br /&gt;
&lt;br /&gt;
====The Starborne====&lt;br /&gt;
The living...ish? memories Seraphon had been before 2020. They center on spamming mages and still a mobility faction with teleport and summoning in dinosaws shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starborne Constellation:&#039;&#039;&#039; May pick the Dracothian&#039;s Tail or Fangs of Sotek keyword and ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039; Once per turn, at the end of your movement phase, you can pick one of your {{AOSKeyword|SERAPHON}} units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battlefield and set up again anywhere more than 9&amp;quot; from any enemy unit. &lt;br /&gt;
**Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling:&#039;&#039;&#039; Starborne all have Bravery changed to 10 on Warscrolls. Given how they actually nerfed the regular Bravery to 8 on average (or even 5 for skinks), this is how we compensate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Conjuration&#039;&#039;&#039; There are three ways to generate Celestial Conjuration points:&lt;br /&gt;
#In your hero phase, each {{AOSKeyword|SLANN}} or  {{AOSKeyword|ORACLE}} can choose to forego one of his spellcasting attempts to give you D3 Celestial Conjuration points each time.	&lt;br /&gt;
#At the end of your hero phase, if your general is a {{AOSKeyword|SLANN}} or {{AOSKeyword|STARSEER}} and is still alive, you receive d3 more Celestial Conjuration point.&lt;br /&gt;
#Also at the start of your hero phase, you receive D3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you&#039;ll still only get D3 points a turn.&lt;br /&gt;
: You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12&amp;quot; of a friendly {{AOSKeyword|SLANN}}, {{AOSKeyword|ORACLE}} or friendly Astrolith Bearer, and more than 9&amp;quot; from all enemy models.	&lt;br /&gt;
: Note that you can summon several units per turn if you&#039;ve saved up enough points (you should generate ~4 per turn, +2 for each slann/oracle that gives up a spell). Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann or Oracle. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:	&lt;br /&gt;
* Excellent (exceptionally useful, you should always have it at hand)&lt;br /&gt;
* Good (almost always useful, some time can be a suboptimal choice)&lt;br /&gt;
* Suboptimal (can be useful, but it&#039;s situational; usually there are better choices)&lt;br /&gt;
* Poor (bad unit to summon, useful only under exceptional circumstances)&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost&lt;br /&gt;
&lt;br /&gt;
1 Dread Saurian - 50 (&#039;&#039;This will never happen&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon with skink chief--- 30 (&#039;&#039;Suboptimal&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 30 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 25 (&#039;&#039;Good&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 25 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink oracle on Troglodon --- 25 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 20 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 15 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest--- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
 &lt;br /&gt;
3 Ripperdactyl Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Ripperdactyl Chief --- 10 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
5 Saurus Guard --- 10 (&#039;&#039;Situational&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Saurus Oldblood --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
10 Saurus Warriors --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Skink Priest --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Terradon Chief --- 10 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Razordon --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Salamander --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Constellations===&lt;br /&gt;
Your space-dinos now have Chapter Tactics in the form of these Constellations. As per the norm, taking one of these Constellations means you have to take their Command Trait and Artefact, though you can get around the command trait as your general can be a different type of Seraphon. Starborne armies get Dracothion’s Tail or Fangs of Sotek, while Coalesced armies can choose Koatl’s Claw or Thunder Lizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dracothion’s Tail&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Poster boys and your go to choice for Slann generals and summoning shenanigans.&#039;&#039;&lt;br /&gt;
;Trait - Appear on Command: Pseudo-deepstriking. You can set up every other unit in reserve and then deploy them at the end of your movement phase wholly within 18&amp;quot; of a friendly Slann. While you should never underestimate a surprise Carnosaur, the fact that it relies on where your Slann is makes standard deep strike strategies harder/riskier to pull off.&lt;br /&gt;
;Command Trait - Ancient Knowledge (Slann only): Know 1 extra spell for your Slann and can reroll 1 casting, dispelling, or unbundling roll for each hero phase. It’s straight fusion of two generic Slann traits.&lt;br /&gt;
;Artefact - Godbeast Pendant: When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Basically the same as the Skink Artefact but can be given to Slann or Saurus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Skink spam at its finest.&#039;&#039;&lt;br /&gt;
;Trait - First to Battle: Add 3&amp;quot; to friendly Skink movement for the first battle round.&lt;br /&gt;
;Command Ability - Parting Shot: At the end of the enemy’s charge phase, choose one Skink or Chameleon Skink unit wholly within 18&amp;quot; of a friendly Hero (FAQ UPDATE: unit must have been charged that turn). That unit can immediately take a shooting attack. Then on a 4+, that same unit may retreat.&lt;br /&gt;
;Command Trait - Old and Grizzled (Saurus only): So long as your general is on the battlefield at the start of your hero phase, you gain 1 CP on a 3+. The General doesn&#039;t have to be a Saurus, but if it is it must take this trait.&lt;br /&gt;
;Artefact - Serpent God Dagger: Choose one melee weapon. If an enemy model suffers damage from this weapon and has not been slain, you can roll a dice and insta-kill them on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koatl’s Claw&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cause we needed Saurus spam.&#039;&#039;&lt;br /&gt;
;Trait - Savagery Incarnate: +1 to hit rolls for Saurus who charge the same turn.&lt;br /&gt;
;Command Ability - Controlled Fury: Choose one Saurus unit within 24&amp;quot; of your Hero. That unit counts as having charged for the Savagery Incarnate rule.&lt;br /&gt;
;Command Trait - Dominant Predator (Saurus only): Any time your General uses a Command Ability on a Saurus unit, he gains back a CP on a 4+.&lt;br /&gt;
;Artefact - Eviscerating Blade: Choose one melee weapon. Unmodified hit rolls of 6 deal 2 mortal wounds in addition to normal damage. The best weapon artefact we have access to, give this to a Scar-vet on Carnosaur or a Sunblood and watch the carnage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Lizard&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When you feel like playing Jurassic Park in the Mortal Realms.&#039;&#039;&lt;br /&gt;
;Trait - Mighty Beasts of War: +2 wounds for monsters. Note: this extends their lowest bracket, not the top bracket. &lt;br /&gt;
;Command Ability - Trove of Old One Technology: Choose either a Bastiladon or EOTG wholly within 18&amp;quot; of a friendly Hero. [[Dakka|Bastiladons can fire its Solar Engine again]]. While the EOTG can use its Cosmic Engine again.&lt;br /&gt;
;Command Trait - Prime Warbeast (Mounted General only): +1 to Attacks made by the General’s Mount. General doesn&#039;t have to have a mount, but if it does it must take this trait. Best on a Carnosaur or Skink Cheif on Stegadon. The Stegadon&#039;s ranged weapon does get +1 Attack from this!&lt;br /&gt;
;Artefact - Fusil of Conflagration: Choose an enemy within 12&amp;quot; during your shooting phase and roll a dice. On a 6, that unit suffers D6 mortal wounds. On a 4-5, D3 mortal wounds. 2-3, nothing happens. And on a 1, you can no longer use this Artefact for the rest of the battle. Not great, especially with the short range, even worst being forced to use this as your first artifact.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
There are nine traits for a  {{AOSKeyword|SERAPHON}} General of an army with a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance that has chosen to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities. You can choose one of three depending on which keyword your general has: {{AOSKeyword|SLANN}}, {{AOSKeyword|SAURUS}} or {{AOSKeyword|SKINK}}. (If you roll for picking one; use a 1D3 instead of the regular 1D6 for every other faction in the game).&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Slann Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. Because of Starborne&#039;s Celestial Conjuration, these are the first Command Trait you will consider.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most &amp;quot;generic&amp;quot; of the three.&lt;br /&gt;
#&#039;&#039;&#039;Vast Intellect&#039;&#039;&#039;: The general knows one more spell from Celestial Domination lore. Considering we can already switch at will, pass.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive and on the field, you can throw another D6 at the start of your hero phase to get a CP on a 4+. Pretty good, considering how many CP you&#039;ll need now. Kroak gets this for free.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Only considerable in a Coalesced army.&lt;br /&gt;
#&#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made with the general&#039;s melee weapons. &lt;br /&gt;
#&#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039;: Re-roll saves of 1 for the general.&lt;br /&gt;
#&#039;&#039;&#039;Mighty War Leader&#039;&#039;&#039;: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+, you receive an extra command point. Quite possibly the one you&#039;ll want if you play a Saurus General, which will happen very rarely.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
If you can&#039;t buy a Slann general, have a Skink General. Seriously, this, combined with the Artifacts and Lore make Skink Heroes THE HEROES of your whole army.&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a {{AOSKeyword|WIZARD}}, you can add 1 to casting rolls for him. If not, you can use command ability from Skink Priest Warscroll once per battle round without spending a Command Point. Very good, especially on a Chief w/ Stegadon to self-buff.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristics and add +1 to its save.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy {{AOSKeyword|HERO}}, on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don&#039;t want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&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;Slann&#039;&#039;&#039; only:&lt;br /&gt;
#&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039;  After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer. Not bad, but relies on prediction and is outclassed by another healing artefact.&lt;br /&gt;
#&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster OR automatically dispel 1 endless spell within 15&amp;quot;. Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It&#039;s not like you&#039;re short on spellcasters anyway. &lt;br /&gt;
#&#039;&#039;&#039;Prism of Amyntok&#039;&#039;&#039; Once per battle, at the start of your movement phase, you can target an enemy unit within 12&amp;quot;. On a roll of 1, it is struck with 1 mortal wound. A roll of 2-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with &amp;lt;strike&amp;gt;Smite&amp;lt;/strike&amp;gt; Arcane Bolt to kill Heroes. One use only though...&lt;br /&gt;
#&#039;&#039;&#039;Itxi Grubs&#039;&#039;&#039; heal 1 wound at the start of the hero phase. In addition, in your hero phase, you can re-roll 1 cast/dispel for the bearer. In the enemy hero phase, re-roll 1 unbinding rolls for the bearer. Thats more like it! This doesn&#039;t specify your hero phase so you also heal on your opponents turn, plus you get the Arcane Might command trait&#039;s effect. The best Slann artefact by far, except maybe in Dracothian&#039;s Tail. &lt;br /&gt;
#&#039;&#039;&#039;Plaque of Dominion&#039;&#039;&#039; In your hero phase, pick 1 visible enemy Hero within 12&amp;quot; of the bearer. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, -1 to casting/dispelling and unbinding for that HERO.&lt;br /&gt;
#&#039;&#039;&#039;Throne of the Lost Gods&#039;&#039;&#039; +4&amp;quot; to Move and +1 Wound. If you want to make a turbo-toad, then now you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAURUS&#039;&#039;&#039; only:&lt;br /&gt;
If youre taking a lot of Saurus you are likely in Koatl&#039;s Claw, in which cast the constellation artefact beats everything here. The below choices are effectively for your 2nd Saurus hero if you take a battalion.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Improve rend of one of the bearer&#039;s weapons by 1 and add 1 to its damage characteristics if the target of an attack is a HERO. A classic item with amazing lore, continuing its tradition of only okay rules. Outclassed by the Rageblade from Aqshy and the Eviscerating Blade in Koatl&#039;s Claw.&lt;br /&gt;
#&#039;&#039;&#039;Sigils of the Prime Hunter&#039;&#039;&#039; Each time when the bearer fights, after all his attacks a made, roll D6. On 1 nothing happens, on 2-5 1 enemy unit within 1&amp;quot; suffer a mortal wound, on 6 - D3 mortal wounds. Pass.&lt;br /&gt;
#&#039;&#039;&#039;Bloodrage Pendant&#039;&#039;&#039; Add 1 to attacks of all bearers weapons, if he lost more than half of his wounds. On a carnosaur, this can counteract the damage chart in a pinch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
These are probably the best artefacts in the book, and are all very hard choices if you have some skink heroes (which you should)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039; When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Suddenly, an Engine of the Gods or Stegadon Chief returns to 12/10 wounds! &lt;br /&gt;
#&#039;&#039;&#039;Cloak of Feathers&#039;&#039;&#039; Add 4&amp;quot; to the bearer&#039;s move characteristics and subtract 1 from hit rolls of attacks, that target him. He also can fly. Two words: [[Awesome|FLYING DINOSAUR.]] Amazing on a Stegadon hero to move it up the board quickly, or on a support hero for the defense against shooting. All around amazing.&lt;br /&gt;
#&#039;&#039;&#039;Sacred Stegadon Helm&#039;&#039;&#039; Add 1 to the bearer&#039;s save characteristics and 1 to his weapons&#039; damage, if he had charged in the same turn. Combine this with Nimble for 2+ Skink Chief on Stegadon. Only effects the chiefs weapon, not the mount attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Seraphon Spell Lore&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Domination====&lt;br /&gt;
&#039;&#039;&#039;SLANN&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Apotheosis:&#039;&#039;&#039; CV5, 1 visible friendly unit wholly within 18&amp;quot;, heals 1 wound and gets a 3&amp;quot; aura of -1 Bravery. If the casting roll is 10+, heal D3 wounds instead of 1. Not bad, lots of big dinos to heal.&lt;br /&gt;
#&#039;&#039;&#039;Walk Between Realms:&#039;&#039;&#039; CV6, 1 visible friendly unit wholly within 18&amp;quot;, that unit fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Mystical Unforging:&#039;&#039;&#039; CV7, pick 1 visible enemy &amp;lt;b&amp;gt;Hero&amp;lt;/b&amp;gt; with an artefact of power within 12&amp;quot;.  They take D3 mortal wounds and on a 5+ their artefact no longer has any effect. Ultimate Troll in Relocation Orb, and can really mess with a strategy against certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Equilibrium:&#039;&#039;&#039; CV7, +1 to cast/dispel/unbind for friendly &amp;lt;b&amp;gt;Wizards&amp;lt;/b&amp;gt; other than the caster until your next hero phase. The &amp;quot;other than&amp;quot; ruins it.&lt;br /&gt;
#&#039;&#039;&#039;Stellar Tempest:&#039;&#039;&#039; CV8, pick 1 visible enemy unit within 24&amp;quot; , roll a die for each model in that unit, 5+ causes 1 mortal wound. Amazing anti-horde spell, should be your first choice as it compliments Comet&#039;s Call nicely.&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; CV9, all not &amp;lt;b&amp;gt;BOUND&amp;lt;/b&amp;gt; endless spells within 24&amp;quot; are dispelled. Very high casting value, often easier to dispel a single spell using the regular method, but can really give the middle finger to Skaven and Cities.&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Manipulation====&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Harmony:&#039;&#039;&#039; CV5, pick a friendly unit wholly within 18&amp;quot;, that unit ignores battleshock tests. If the casting roll is 10 or more, pick all friendly units within 18&amp;quot;. Not bad if running skink hordes, but then you&#039;re probably Starborne and LD 10 anyway.&lt;br /&gt;
#&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039;     CV5, pick a friendly unit wholly within 18&amp;quot; and visible to the caster. Until the next hero phase, that unit can re-roll hit rolls of 1. Best Skink spell. Two turns of All-out-attack on a low cast and saves the command points.&lt;br /&gt;
#&#039;&#039;&#039;Extend Astromatrix:&#039;&#039;&#039; CV6, pick one terrain piece wholly within 18&amp;quot; and visible to the caster, if it is damned, arcane, mystical or inspiring, the effects only apply to the Seraphon player&#039;s units. If it is deadly or sinister, the effects only apply to the opponents units. No duration specified! &lt;br /&gt;
#&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; CV7, pick one enemy unit within 18&amp;quot;. Until your next hero phase, roll a dice at the end of each phase, on a 6+ the units suffer d3 mortal wounds. 12 Chances, means an average of 4 mortal wounds but very swingy. Note: if you double turn you only get 6 chances, while if your opponent doubles while this spell is active you get 18 phases of fire!&lt;br /&gt;
#&#039;&#039;&#039;Bind Endless:&#039;&#039;&#039; CV7, pick one endless spell within 18&amp;quot;. Until your next hero phase, that endless spell has the &#039;&#039;&#039;BOUND&#039;&#039;&#039; keyword. Hilarious on faction unique spells, but hard to pick over HoG or Fiery Concocation&lt;br /&gt;
#&#039;&#039;&#039;Tide of Serpents:&#039;&#039;&#039; CV8, pick one enemy unit within 12&amp;quot;. Roll a die for each model in the unit; each 5+ causes a mortal wound. Stellar Tempest with 1/2 range. still a good choice if you don&#039;t have a Slann.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Slann====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Lord-Kroak-en.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 320pts) Kroak is still strong despite being nerfed due to updates. Is defensively 7W, 4+ save and negates any wound suffered on 4+. He has two unique spells: Celestial Deliverance, which he can cast 3 times per turn, allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10&amp;quot; on a 2+. It gets more difficult to cast each time, starting at a casting value of 7, then 8, and finally 9. Comet&#039;s Call inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. D3 mortal wounds... on up to any six enemy units. This spell has a global range, and only a small handful of units can shrug off mortal wounds. Do you know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Legions of Nagash player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Does your enemy general have a really devastating Command Ability? Comet&#039;s Call. Kroak is basically an assassin who traded his sniper rifle for small meteors and he can be devastating from the first turn if you capitalize on this. In addition, in a game where the average number of spells a wizard can cast is one per turn, Kroak can cast four. FOUR!  And can generate extra command points.  NOTE: The new Command Ability is the same as the Slann&#039;s one and Implacable Foresight is a standard ability. &lt;br /&gt;
** &#039;&#039;&#039;Kroaknado&#039;&#039;&#039; A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex. Kroak now throws a whopping &#039;&#039;&#039;5 spells per turn with an extra 6&amp;quot; to the range!&#039;&#039;&#039; Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet&#039;s Call, and an Arcane Bolt each turn. But if you&#039;re playing with the Realm of Battle rules, this combo jumps from &amp;quot;Dick Move&amp;quot; to &amp;quot;I didn&#039;t really want friends anyways&amp;quot;; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet&#039;s Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! &lt;br /&gt;
** Kroaknado may be further extended by getting Astrolith Bearer near Kroak (+1 to casting rolls and +6&amp;quot; to spell range). Plus the arcane vassel, if a SKINK WIZARD is within 12&amp;quot; or a ORACLE ANYWHERE on the Battlefield; you may measure the spell range from that SKINK WIZARD. In the new battletome, Kroak has innate +1 to casting/dispell/unbinding rolls. Use Sage&#039;s Staff Sacred Asterism on him for another +1 to casting rolls. If you really want your spells to go off, take another Slann and cast Celestial Equilibrium for yet another +1 to casting rolls. Enjoy your +4 bonus to casting rolls, +12&amp;quot; to spell range and 5 cast attempts. With this setup, it is possible to autocast mystic shield and arcane bolt. Celestial deliverance will go off on 3+/4+/5+ natural rolls. This is what&#039;s called MAGIC.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:&#039;&#039;&#039;(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from &amp;quot;hey, they are pretty good, give &#039;em a chance&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot;. Having powerful battle traits backed up with a choice of three strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit wholly within 18&amp;quot; the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann&#039;s unique spell is Kroak&#039;s Comet&#039;s Call, has Masters of order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann&#039;s case). He is still able to cast spells, through SKINK WIZARDS within 12&amp;quot; of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.&lt;br /&gt;
**Currently, The Slann is kinda outclassed by Kroak due in large part to Kroaks 4+ Feel no Pain. To get the same level of protection for a Slann you need to spend another 100 points on 5 Guard, and then you still miss out on the extra spell and Foresight each turn, while paying 40 points more. They are good, but they are your budget Lord Kroak after all is said and done.&lt;br /&gt;
&lt;br /&gt;
====Saurus====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Cold One]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points): Leader of the Saurus Cavalry. He can get tons of attacks from the rider and mount bites and exploding hits from warpick. His Command Ability allows one Saurus unit to score 2 hits instead of 1 on the unmodified hit roll of 6. extra effective since they have at least 2 melee weapons and extra effective on Knights with their 5 attacks (7 if Coalesced).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 210pts, 25 Summon points): Carnosaur is the big show here! It gained several interesting abilities: its bite attacks get +1 to hit if it targets a unit with wound characteristics of 7 or less, if it kills an enemy model it can run and charge in the same turn for the remainder of the game, and it doles out -1 to Bravery to enemies within 3&amp;quot;. Not to mention the bite attack now deals 5 damage (before being bracketed)!! Currently, the best build for the Scar-vet&#039;s weapon is the Warspear as it has the same 6 attacks as the warblade with the same 3+ to hit &amp;amp; wound, but gains a 2&amp;quot; range and +1 damage on the charge (greatblade is the weakest with half the # attacks and a 4+ to hit, but does deal a consistent 2 damage). Has the same CA as the Scar-Veteran on Cold One. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Sunblood-en.pdf Saurus Sunblood]:&#039;&#039;&#039; (Saurus, 130pts, 15 Summon points) Living avatars of &amp;lt;s&amp;gt;Dracothion&amp;lt;/s&amp;gt; Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. 7 Wounds 3+ save making him quite the tank for a hero. He&#039;s pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes 2 hits. And then, a 6 to wound deals 1 mortal wound in addition to any other damage. He also has Scent of Weakness Command Ability. You can pick one enemy unit within 12&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit add 1 to wound rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast, and your only bonus to wound rolls in the army. Horrifying with certain artefact weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]&#039;&#039;&#039; &#039;&#039;on Foot:&#039;&#039; (Saurus, 110pts, 10 Summon points):  Has FOUR different weapon options (please refer to his warscroll); his CA gives a Saurus unit +1 to hit. Take a sunblood instead if you want a foot Saurus Hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 230pts, 25 Summon points): Aside the potent Carnosaur abilities, he loses the regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +1 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and 3 damage). His Command ability is the same as Oldblood&#039;s on Foot one. More support-y version of the Scar-vet on Carnosaur.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:&#039;&#039;&#039; (Saurus, Totem, 140pts, 15 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon wholly within 12&amp;quot; to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6&amp;quot; to spell ranges which are all extremely desirably abilities. As if that wasn&#039;t enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9&amp;quot; behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Excellent in Starborne armies, and can ramp up the tankiness of Coalesced as well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Eternity-Warden-en.pdf Saurus Eternity Warden]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you&#039;re taking him to bodyguard your Slann and buff nearby Saurus Guard. CA is the same as the Oldblood&#039;s but only works on Saurus Guard. &lt;br /&gt;
&lt;br /&gt;
====Skinks====&lt;br /&gt;
&#039;&#039;&#039;[[Awesome|Skink Chiefs are back]]&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:&#039;&#039;&#039; (Skink; Wizard; 140pts; 15 Summon points) The new generic [[Tetto&#039;eko]] and CP generator. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a dirty spell that increases save rolls for a single friendly unit or decreases save rolls for a single enemy unit by 1.  His charge ability is odd since he can&#039;t keep up with most aggressive units to stay in range, but can be a big surprise if you pull it off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:&#039;&#039;&#039; (Skink; Wizard; 120pts; 15 Summon points) When Age of Sigmar was first released, Tetto&#039;Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon&#039;s unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1.  Amazing buff givers to any unit that can generate a lot of hits (Knights, Skink Hordes, Ripperdactyls).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Priest-en.pdf Skink Priest]:&#039;&#039;&#039; (Skink; priest; 70pts; 10 Summon points) Allows a SKINK unit wholly within 12&amp;quot; to run and charge/shoot in the same turn if he rolls a 3+ first. His Command ability adds 1 to hit rolls of any attacks made by any one SKINK unit. He is instrumental in any skink-heavy army and having a movement of 8&amp;quot;, he can keep up in any Flying lizard or Massive Dino rush build. Outstanding cheap buff piece. Pro-Tip: Instead of buying an expensive Finecrap model from [[GeeDubs]], just use the spare Priest on foot you get from building a Stegadon instead of an EotG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:&#039;&#039;&#039; (Skink; 70pts; 10 Summon points) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ through Command Ability.&lt;br /&gt;
** [[Tiktaq&#039;to]] and Zwup live on!&lt;br /&gt;
** Does NOT have rocks himself in the rules, unless that was an oversight on GW&#039;s part. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:&#039;&#039;&#039; (Skink; 80pts; 10 Summon points) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1 with Command Ability. This ability is restricted to once per unit, but is their best support option since he can actually keep up with those units. Same price as 3 more Rippers though, and hard to get 1 model instead of 3...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:&#039;&#039;&#039; (Skink; Artillery; Behemoth; 260pts; 30 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of D6 that depends on if the Slann is near it (2 usually, a Slann within 12&amp;quot; allows you to throw an extra dice) and you can either damage yourself, heal all nearby Seraphon, damage a single unit or many units (this used to be two separate types of attacks, now you have to choose one, which is far more consistent), or summon 10 Saurus Warriors (this is an actual NERF. On the first iteration, it allowed you to place one unit of ANY kind, then just some of a pool of four units, now only Warriors). It&#039;s totally random, but almost all of its effects are deadly as fuck. Given how you need a Slann to make 3D6 roll, you will usually get the healing effect and a good chance of attacking. Only with a Slann nearby you get the possibility of summoning Warriors, and only rolling 3 6s you can get the double attack buff. Rolling an 18 on the table has been updated and no longer grants a second turn, instead, it gives all of your units wholly within 24&amp;quot; double attacks and rerolls charge rolls. Still good, but not quite as cool.  Also also, these guys now gain +1 to the save rolls against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes or monster hunters. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:&#039;&#039;&#039; (Skink; Behemoth; 250pts; 30 Summon points) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and a Command Ability to give one SKINK unit wholly within 24&amp;quot; a bonus attack for all melee weapons  (use it on yourself to rip and tear).&lt;br /&gt;
** In Thunder Lizard, this guy can become a literal 1-man army. Buff stacking on this character can result in the single highest damage build we have access to, even more than a similarly stacked Carnosaur! Prime Warbeast + ThunderQuake + Great Drake + using his CA on himself results in 28 melee attacks, most of which do 2 or more damage. On top of that, his bow is at 4 shots with 3 damage each, or the flamethrower gets an entire 2nd round of shooting! 20 models in range? heres 40 dice every 5+ is a mortal wound. And then [[Overkill|charge for the whole round of attacking after that]]. Add a Cloak of Feathers on top so he can fly and is -1 to be hit. Move over Archaon, the Skink Chief is here!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:&#039;&#039;&#039; (Skink; Oracle; Behemoth; 220pts; 25 Summon points) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet&#039;s Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3&amp;quot; to subtract 1 from their bravery. On top of that, it seems that now GW uses the word &amp;quot;&#039;&#039;&#039;Trog&#039;&#039;&#039;&amp;quot; as a synonym for &amp;quot;&#039;&#039;regeneration&#039;&#039;&amp;quot;, [[Awesome|since now this mofo can heal D3 wounds per turn]]. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, especially in starborne summoning lists. Also is Kroak&#039;s new best friend since he can cast Celestial Deliverance through it. Unfortunately, it is now the most expensive of the dinos available, due to the buffs. so it no longer makes a cheap filler piece. What you can&#039;t take away from him is being a somewhat tanky Slann range extender that won&#039;t mind being in melee.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:&#039;&#039;&#039; (Battleline; Saurus; 90/320pts; Min:10; Max:40; 10 Summon points for a unit of 10, 18 for a unit of 20)  Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 8 (10 if STARBORNE), 4+ Save, two melee weapon attacks, they&#039;re rock solid. Get +1 attack to their hand weapon if the unit has 15+ models, Nice (more than nice - in a Coalesced force that will give you a battleline unit at four attacks per 9 point model - 8 points if at full unit size.  That&#039;s horrifying.).  Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20;  10 Summon points for a unit of 5) Sadly these guys are no longer your generic Seraphon HERO guard and have been reverted to their original fluff-role, protecting the SLANN. Saurus guard units now intercept wounds or MWs aimed at any SLANN within 3&amp;quot; on a 2+. They hit and wound on 3+ with their halberds, make two attacks apiece with rend -1, plus bite attacks that can tack on one or two extra wounds. These guys have decent defense against instant death in a coalesced alliance but are sorely lacking otherwise. A unit of 5 has uses in granting extera wounds to a slann, but thats about it. Honestly they need SOMETHING to make them survivable again.&lt;br /&gt;
**Did some play testing, these guys actually are better in stareborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps poping more out. A battalion that isn&#039;t a super battalion for these guys would be nice though. In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Knights-en.pdf Saurus Knights]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20; 10 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. They are proper cavalry now, instead of elite infantry: they finally move at 8&amp;quot;. Have Weapon choice to hit on 3s or get bonus damage on the charge. Run a Scar-Vet with a Skink Starseer to devour Peasants in a blink of an Eye.&lt;br /&gt;
** These guys got quite scary. 5 of them can get up to seven attacks (5 normally, 7 in coalesced) and cost 10 points more than 10 saurus warriors, with 4 attacks less (leader gets an additional attack so 36vs40 if you have 15+ models at least). Where they pull ahead is more speed, more damage on the charge, and being more effective in smaller units. Not great on their warscroll, but probably the best buff-absorber in the book, their damage can quickly spiral out of control. Most Coalesced lists should have a core of either these or Warriors, but these aren&#039;t worth their price in Starborne.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:&#039;&#039;&#039; (Conditional battline: Seraphon army;  Skinks; 60pts; Min:10; Max:40; 6 Summon points for a unit of 10) They get a +1 attack if the unit has 15+ models. They are stupidly fast for infantry (seriously, now they might as well be our ranged skirmish &amp;quot;cavalry&amp;quot;, and not that squishy because of their shields, unlike the plenty of skirmishers of the game.  Nerfed by no longer having the retreat ability. they are still a good ranged harassing and objective Holding/Stealing unit. Sadly, their Bravery got nerfed to the ground: 5. You don&#039;t have to worry if you are Starborne. You HAVE to worry if you are Coalesced.&lt;br /&gt;
** The standard box comes with the pieces to build 24 Skinks and the SC! set comes with 12. Two boxes and the start collecting gives you an even 60 which is a solid number for skink focused lists. (40 + 2x10)&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Chameleon-Skinks-en.pdf Chameleon Skinks]:&#039;&#039;&#039; (Skinks; 90pts; Min:5; Max:20; 10 Summon points for a unit of 5) They can teleport into and out of reserve instead of moving (except during the 4th battle round). Also, have a 3+ save in cover, and shooting attacks deal a mortal wound on a 6 to hit. Often outclassed by the point efficiency of regular skinks, especially since they lose a turn of shooting every time they teleport. A single unit can work wonders in Coalesced by giving you a way to threaten objectives quickly.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:&#039;&#039;&#039; (Skinks; 90pts; Min:3; Max:12; 10 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make d6 attacks. Used as Flying Harassing Shooting and Objective Grabbing with its 16&amp;quot; of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:&#039;&#039;&#039; (Skinks; 80pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. New battletome cuts their damage output to roughly 1/3 of what it was, but also cuts their points cost nearly in half. They can make a lot of beak attacks, making 3 attacks that explode on 6 to hit and which once per battle rerolls hits when near an enemy near a materializing Bloat Toad. Six of these guys make for 18 (24 for Coalesced) beak attacks. If not using hero support, run multiple units of 3 to get more toads. 2 units of 3 isn&#039;t a bad mobile threat in Coalesced, and is cheap enough to throw away. Definitely not worth the time in Starborne.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Salamander-Hunting-Pack-en.pdf Salamanders]:&#039;&#039;&#039; (Skink; 110pts; Min:4; Max:12; 10 Summon points) Fucking hell, these guys are deadly. They make four shooting attacks now, but those shots hit and wound on 3+ and does D3 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit rolls of 6 stop the attack sequence and deal D3 mortal wounds instead. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. Handlers are now the part of the unit and serve no purpose other than ablative wounds. In coalesced they even have the same melee profile as their shooting, so go ahead and charge to really melt a unit! Nerfed point-wise with the 2020 GHB errata.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Razordon-Hunting-Pack-en.pdf Razordons]:&#039;&#039;&#039; (Skink; 80pts; Min: 4; Max:12; 10 Summon points) Another ranged unit, Razordons make 2d6 attacks at 18&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, it can fire D6 more spikes when charged or charges, and that is still on a decent fighter. Cheaper Salamanders with longer range but worse shots and melee. Best used as a charge blocker, keep some on hand in starborne to summon right in your opponents way. Were the best unit in the old tome so many players probably have quite a few laying around. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:&#039;&#039;&#039; (140pts; Min: 3; Max:12; 15 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can instead take a moonhammer (4+/3+/-1/2D) gaining a number of attacks equal to all enemies within its 2&amp;quot; range. If their bite hits on unmodified 6, it deals a mortal wound in addition to any damage. If any Skink unit (which includes skink heroes, stegadons, bastilodons, etc) is within 3&amp;quot; of the Krox, they add 1 to hit rolls. Wrap them up with a Skink Cohort and let the Kroxigor hammer.&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:&#039;&#039;&#039; (Conditional Battline: Thunder Lizards army; Skink; Behemoth; 240pts; 25 Summon points) A monster triceratops that buffs skinks and aren&#039;t too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24&amp;quot;/3A/4+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they&#039;re now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1&amp;quot; after charging. On a 3+, it takes D3 mortal wounds. This works better than the last iteration and is also now exclusive for this Steggies, not for the EotG. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.&lt;br /&gt;
**Note, however, that you have to be more than 3&amp;quot; from enemy units unless you are in close combat. This reduces the effective range to mere 5&amp;quot;. The lores have two spells with similar effects, which makes bow loadout a little more appealing. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:&#039;&#039;&#039; (Skink; Behemoth; 220pts; 20 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. [[Meme|Some might argue that these changes are perfectly balanced, as all things should be]]. A crazy tanky ankylosaur monster. [[Awesome|It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds]]. However, this is a ranged beast. 24&amp;quot; range, 9 attacks with -1 rend that do 2 damage? Now they also got 2 extra wounds by default (for a total of 10 wounds), and start WITH A FUCKING SAVE OF +1.This guys used to have a +4 FNP, but not anymore, and now they have a damage table with diminishing stats: making the saves worst by -1 each time they take 2 wounds, up to a +4 save, and both weapons will make less and less attacks the more damage the Bastie gets. Solar Engine used to make 2D6 attacks, so having a default 9 attacks is an actual buff; a stable number of attacks and not being trolled by dice suddenly wanting to make a 2 for you. The Arc of Sotek is now a &amp;quot;melee&amp;quot; weapon with 3&amp;quot; range, instead of the old 8&amp;quot; bubble. This is... something that makes it work differently.&lt;br /&gt;
** Watch out for mortal wounds! With 4+ feel no pain is gone, the only mortal wound defense for this guys is mere Astrolith Bearer&#039;s aura of 6+ wound negation. Enemies can hurt it with mortal wounds, reduce its save and then finish off in close combat. Any time it suffers 5 or more wounds, you want to heal it as soon as possible. Sticking a bound Emerald Lifeswarm near it maybe not a bad idea.&lt;br /&gt;
**2+ UNRENDABLE SAVE!!!!  Rememeber that rend affects the save roll, not your save characteristic and you cant reduce a die roll to less than a 1.  So the 1+ save on the warscroll makes him immune to rend in his top bracket&lt;br /&gt;
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{{anchor|FWDread}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls//aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)&#039;&#039;&#039; (Behemoth; 510pts; 50 Summon points): So you have more gold than an entire Starhost and want to show it? Fine, do it. This freshly updated 3-kilogram beast is now 510 points, with a STAGGERING 35 wounds and a 4+ save. At full health, it has Gargantuan Jaws (2&amp;quot;/3/3+/3+/-2/&#039;&#039;&#039;STRAIGHT FREAKING 6&#039;&#039;&#039;), Raking Claws (2&amp;quot;/6/2+/3+/-1/2) and Armoured Tail (2&amp;quot;/1/4+/3+/-1/D6). It also shrugs off magic on a 6+ (4+ if there&#039;s a Slann within 12&amp;quot;) and when it charges, it does damage on a 2+, for D3 to {{AOSKeyword|MONSTERS}} and D6 to non-MONSTERS. When it goes down, each unit within 3&amp;quot; that isn&#039;t a {{AOSKeyword|MONSTER}} gets to roll. On a 4+, that unit takes D3 damage. It ALSO can, once a battle at the start of the battleshock phase, reduce all enemy bravery within 12&amp;quot; to HALF, which triggers before its always present -1 to bravery, meaning you can drop that Daemon squad from 10 Bravery to 4 for their battleshock phase.&lt;br /&gt;
** Throw this bad boy into a Coalesced army and watch him go HAM. 35 wounds, taking 1 less damage from every attack? Thing&#039;s a beast in more ways than one. Did we forget to mention he’ll also get an extra attack on his Gargantuan Jaws for being Coalesced. Yeah, four jaw attacks, enjoy.&lt;br /&gt;
** Ir if your feeling more Starborne on a particular day you teleport this bad boy around the board and plop him right were your opponent does not want him to be. And worth mentioning while it will be a lot of work, nothing will be more satisfying than managing to get summoning off for this Dino. Your opponent will definitely not like it.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:&#039;&#039;&#039; The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3&amp;quot; of the setpiece, adding +2 if this is all within 18&amp;quot; of the engine and subtracting 2 if the setpiece is beyond 36&amp;quot; of the engine; on a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
**Note that currently, this scenery piece is a mediocre one. This model is set up &#039;&#039;&#039;Before&#039;&#039;&#039; other terrain, but after objectives and can be placed anywhere more than 6&amp;quot; away from an objective or the table edge, meaning certain missions will be more restrictive than others. The drawback to this terrain piece is that if you aren&#039;t picking table sides your opponent could simply take the side it is on. They cannot shoot you with its power unless they are using seraphon models but they can still start with units inside of it, so a lot of players wont set it up if they lose the roll to pick sides. &lt;br /&gt;
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===Endless Spells===&lt;br /&gt;
Worth mentioning. We didn&#039;t really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which [[Just as planned|can only be controlled by us]]. The enemy will no longer send our Purple Suns back to us.&lt;br /&gt;
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These spells are known as BOUND &amp;gt;Malign Portents Endless Spell Goes Here&amp;lt;, and cost 10 points more than the regular Endless Spells and do not get bonuses for matching realm. HOWEVER the benefits are not limited to predatory spells. Because the spells have a different name than their Malign Portents counterpart, you are allowed to take both versions in a single list. Kroaknado and Skinknado? sure. Double Chronomantic Cogs? Absolutely. Cover the board in shackles? Why not? The board is yours to control.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets starhosts, while Coalesced gets temple-hosts.&lt;br /&gt;
*&#039;&#039;&#039;Starhosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Starhost:&#039;&#039;&#039; (200pts; 4030pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, you get an extra d3 summoning points if the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (160pts; 540pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Celestite weapons. A good choice if you are making a Saurus Starborne list for some reason.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***Attacks with Celestite weapons made by units from this battalion do a mortal wound on an unmodified wound roll of a 6. Would be so much better swapped with the Coalesced version for 6 inch charges after a teleport. &lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039;(170pts; 440pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***Allows any unit from this battalion to stay in reserve and deep strike 9&amp;quot; away from enemies at the end of any of your movement phases. Dracothians tail can already do this, Fangs of Sotek only. &lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039;(130pts; 910pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***Each unit from this battalion can heal for 1 wound in your hero phase, upped to D3 if the unit is within 18&amp;quot; of a friendly slann. Really make those  bastilidons tanks.&lt;br /&gt;
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*&#039;&#039;&#039;Temple-Hosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Temple-Host:&#039;&#039;&#039; (180pts; 3970pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, your Primeval Domain extends to the entire board provided the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Temple-Host:&#039;&#039;&#039; (140pts; 520pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Jaws weapons. Strictly worse than the Starhost version, but it does work on a Carnosaurs jaw. Take it with an Oldblood on Carno and a seperate Sunblood in Koatl&#039;s Claw to do work. &lt;br /&gt;
**&#039;&#039;&#039;Firelance Temple-Host:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***All units from this battalion add 3 to run and charge rolls if they are within 18&amp;quot; of the Scar-Veteran. Would be so much better swapped with the Starborne version to synergize with their 7 attacks. &lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Temple-Host:&#039;&#039;&#039;(150pts; 420pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***In your hero phase, the Priest or Starpriest from this battalion can point at an enemy unit it can see. All units in this battalion add 1 to hit rolls against that unit until your next hero phase. Not bad, 40 skinks, 5 chameleons, and 6-9 rippers makes for a solid mix of units&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Temple-Host:&#039;&#039;&#039;(150pts; 930pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***In your hero phase, you can choose to make all units from this battalion swift or savage.&lt;br /&gt;
****&#039;&#039;&#039;Swift:&#039;&#039;&#039; Units from this battalion can run and still shoot and/or charge in the same turn.&lt;br /&gt;
****&#039;&#039;&#039;Savage:&#039;&#039;&#039; Units from this battalion get an extra attack on each of their melee weapons.&lt;br /&gt;
*** Only worth it in Thunder Lizard, but can really enable some power combos with a Skink Chief and Stegadons&lt;br /&gt;
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==Army Building==&lt;br /&gt;
===Start Collecting!===&lt;br /&gt;
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Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own.&lt;br /&gt;
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Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you&#039;re willing to field some cheeky conversions, there&#039;s a [http://www.lustria-online.com/threads/getting-the-most-from-your-start-collecting-seraphon-box.20560/ useful post] at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box.&lt;br /&gt;
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You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
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&#039;&#039;&#039;NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!&#039;&#039;&#039; 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest. &lt;br /&gt;
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The point here is to share and &amp;lt;s&amp;gt;pillage, and steal&amp;lt;/s&amp;gt; collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#039;t act like [[That Guy]]). Also, we&#039;ll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn&#039;t be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis &amp;lt;s&amp;gt;WHAT KIND OF [[HERESY]] IS THIS?&amp;lt;/s&amp;gt;&#039;&#039;). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them.&lt;br /&gt;
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Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
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From a single Start Collecting! you get:&lt;br /&gt;
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* 90 points from 10 Saurus Warriors.&lt;br /&gt;
* 100 points from 5 Saurus Knights. &lt;br /&gt;
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 230 from a Saurus Oldblood on Carnosaur.&lt;br /&gt;
*&#039;&#039;Total:&#039;&#039; 450 points using a Troglodon OR 400 points using a Scar-Veteran on Carnosaur OR 420 points using an Oldblood on Carnosaur.&lt;br /&gt;
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Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One&#039;s bits if you are allowed.&lt;br /&gt;
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===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 4 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 2 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 2 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.&lt;br /&gt;
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Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 10 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader).&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
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&amp;lt;s&amp;gt; This uses exactly 1000 points. &amp;lt;/s&amp;gt;&lt;br /&gt;
As of the new battletome, this list is 960 points and got a bit better.&lt;br /&gt;
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This is a heavily focused melee list.&lt;br /&gt;
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Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
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Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
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Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
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The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3&amp;quot; extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet&#039;s call in addition to one from the skink spell lore.&lt;br /&gt;
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Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18&amp;quot;, gets worst if by 3&amp;quot; each time it suffers 2 or more wounds, it gets 1&amp;quot; for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him)&lt;br /&gt;
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It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
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===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 6 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 4 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 4 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.&lt;br /&gt;
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Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
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* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 15 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Cold One (Leader).&lt;br /&gt;
* A Firelance Starhost (using the Cold One Scar-Veteran)&lt;br /&gt;
* Saurus Oldblood/Scar-vet on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader)&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
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This alone costs 1370 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
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Now, add: &lt;br /&gt;
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* A Stegadon (Behemoth).&lt;br /&gt;
* A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit)&lt;br /&gt;
* 1 Slann(Leader).&lt;br /&gt;
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This will cost 1920 points, or 1990 if you play a Sunblood instead of the Oldblood on foot and starpriest instead of the priest. &lt;br /&gt;
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This list features more magic and dinosaurs, which is really what Seraphon is all about. &lt;br /&gt;
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Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked.&lt;br /&gt;
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While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls.&lt;br /&gt;
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The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is [[DISTRACTION CARNIFEX|a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back]]. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a wizard that can help your units with magic, and an excellent buff to boot.&lt;br /&gt;
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The Stegadon is a solid ranged/melee monster, and is an excellent sculpt to boot (plus the free priest), and the Slann is the traditional centerpiece of the army that no Seraphon player should be without. &lt;br /&gt;
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As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
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====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;: This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of &amp;quot;replace X, add Stegas&amp;quot;.&lt;br /&gt;
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# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This already sounds as pleasing as you guess.&lt;br /&gt;
# Because of this, Steggies are now &#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; instead of &#039;&#039;&#039;BEHEMOTH&#039;&#039;&#039;, so you will need &#039;&#039;&#039;FOUR&#039;&#039;&#039;. Yes, you&#039;ll need money. Yes, you&#039;ll won&#039;t regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25&amp;quot; range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8&amp;quot; 3+/3+/-/1). Remember, this celestial flamethrower &#039;&#039;&#039;MAKE AN ATTACK FOR EACH MODEL IN RANGE&#039;&#039;&#039;. This will deter your enemy from sending units with low wounds and plenty of models against you, [[Meme|will disappoint hordes immeasurably, and their day will be ruined]].&lt;br /&gt;
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 &#039;&#039;&#039;SKINK&#039;&#039;&#039; unit per phase, wholly between 2&amp;quot; of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice.&lt;br /&gt;
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: &#039;&#039;More Stegs, more fun&#039;&#039;.  This will give you the needed support you lacked so far. The effects from &#039;&#039;Cosmic Engine&#039;&#039; will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units.  This means that the single lazor beam or the [[dakka]] Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob.&lt;br /&gt;
# The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: &#039;&#039;TROVE OF OLD ONE TECHNOLOGY&#039;&#039;. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If &#039;&#039;Cosmic&#039;&#039;, &#039;&#039;&#039;this means it can heal &amp;lt;s&amp;gt;D6&amp;lt;/s&amp;gt; &#039;&#039;2D3&#039;&#039; wounds&#039;&#039;&#039;, or get another chance to shoot cosmic [[dakka]] to your enemies. If &#039;&#039;Solar&#039;&#039;, this means &#039;&#039;&#039;[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]&#039;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;1970 POINTS OF SAURIAN STOMPS!&#039;&#039;&#039; This of course means some problems: you will not cover the whole battlefield, you relly on &#039;&#039;&#039;MONSTER&#039;&#039;&#039;S that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played [[Total War: Warhammer|Total Warhammer II]], you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen.&lt;br /&gt;
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Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
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 &lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals and now Sylvaneth. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, and Sylvaneth and us are kinda... sorta... forma... forces of nature... Coalesced and Sylvaneth share a love of foliage, a hatred of Chaos and &amp;quot;get off our lawn!&amp;quot; policies.&lt;br /&gt;
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*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
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==External links==&lt;br /&gt;
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*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:6DB1:CFFE:C214:9721</name></author>
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