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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* 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 elf chick and monstergirl gladiators]]).&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 and Skaven 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;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&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 they settle with 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;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* From a modelist POV, this guys are a dream for custom painting: the Lizardmen are surprisingly easy to paint; shading is amazing. Given the lack of conventional heraldry (say, Khorne really likes red, or how many subfactions with specific colours have almost every other major faction), [[Awesome|painting them as you want is completely depending on your own imagination and liking]].&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. Which gives them prehistoric flavour since they are [[Awesome|Aztec lizardmen riding dinosaurs]].&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. This also used to be a Slann rule, and it used to cost you a spell per turn and it was on rerolls, so a real win here.&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 can 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/8_BR_Kragnos_Warscroll_Lord_Kroak_ENG_2021.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 420pts) With 18 wounds and a 4+ save, Shattered Realms Kroak is nothing if not durable. He has lost his original 4+ ward save, but retains a suite of excellent abilities. He can cast through Skink Wizards and Oracles as before. He still has a 3 inch range 3+/3+/-1/1 damage weapon that rolls for every enemy model in range, with Monsters counting as 5 models. A considerable defensive buff by being able to effectively heal all damage each turn(as befitting such a massive new model like he now has). However, this comes with the condition that any roll of 3d6+any wounds suffered on that phase must roll below 20. In this way, it makes him a bit swingy to keep around, especially on a bad turn. He rolls 3 dice for the 4+ command points. He has +2 to all four of his casting and dispelling, also his dispelling covers the &#039;&#039;&#039;ENTIRE BOARD&#039;&#039;&#039;. He has a 10 inch D3 mortal spell he can cast 3 times, but it&#039;s cost increases each time. (7+, then 8+, lastly 9+) His Comet&#039;s Call and CA remain unchanged. Comet&#039;s Call: select D3 units anywhere on the board to take D3 mortals, and a 10+ lets you select D6. Command Ability: D3 friendly units within 18 inches get +1 save rolls against missile weapons and fly for the round.&lt;br /&gt;
**His role is very different now, but when he works your opponent will cry. You may have to cry too, however, because with 18 wounds, The Kroaknado is officially dead.&lt;br /&gt;
&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;
**New Kroak has left the way open to smaller Slann assuming his old role of reliable back-line spell anchor. To get a good level of protection for a Slann, you should to spend at least 100 points on 5 Guard. They are good, and with 7 wounds, they fit on a Baleful Vortex. Kroaknado is dead, long live the Slannado!&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;[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;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/ENG_The_Starblood_Stalkers_Combined.pdf Kixi-Taka and the Starblood Stalkers]&#039;&#039;&#039; (Skink; Priest; Thunder Lizard; 225pts) The Starblood Stalkers, for the points are roughly the same cost as a skink priest and an oldblood on foot you get a Skink priest, an oldblood on foot, and four skinks, all with deepstrike. unfortunately the main reason to take an oldblood on foot is its command ability which Klak-Troq lacks. And of course they are part of a constellation that does not benefit them in the slightest. All that aside, it is 16 Wounds and 6 models on an objective turn one and they aren&#039;t too bad in a fight.&lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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; Priest; 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. FAQ August 2021, just won the Priest keyword. [[AWESOME]]!&lt;br /&gt;
&lt;br /&gt;
*&#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 extra wounds to a slann, but that&#039;s about it. Honestly they need SOMETHING to make them survivable again.&lt;br /&gt;
**Did some play testing, these guys actually are better in starborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps popping 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 batteline: 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 (37 in Thunder Lizard), 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;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&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 separate 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;
***A Koatl&#039;s Claw Scar-Veteran on Carnosaur can be devastating in this battalion. After it&#039;s first kill, it&#039;s running and charging each turn with 6 additional inches, 8 with Hunter&#039;s Steed. Coupled with the Eviscerating Blade, you have a mortal-wound missile that will be nearly impossible for your opponent in catch. Avoid bogging it down inside a horde, and he will earn his points back and more.&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
&lt;br /&gt;
From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
This is a heavily focused melee list.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
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;
&lt;br /&gt;
Now, add: &lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
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;
&lt;br /&gt;
This list features more magic and dinosaurs, which is really what Seraphon is all about. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
&lt;br /&gt;
====[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;
&lt;br /&gt;
# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This is already 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 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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
&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 and &amp;quot;get off our lawn!&amp;quot; policies while hating Chaos.&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;
&lt;br /&gt;
*[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:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Soulblight_Gravelords&amp;diff=24816</id>
		<title>Age of Sigmar/Tactics/Death/Soulblight Gravelords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Soulblight_Gravelords&amp;diff=24816"/>
		<updated>2021-09-24T10:08:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Named Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Soulblight Gravelords|Logo=Gravelords.png|Alliance=Death|Motto= VLADDY DADDY}}&lt;br /&gt;
&lt;br /&gt;
Darkness falls across the land and the midnight hour is close at hand. Time to remind the Mortal Realms of the Vampire Counts of old with their successors, the Soulblight Gravelords.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Classic undead army, rebranded with new skeletons, zombies, and plastic blood knights!&lt;br /&gt;
&lt;br /&gt;
==Why Play Soulblight==&lt;br /&gt;
You want a resilient army made up of undead troops and vampire generals. &lt;br /&gt;
===Pros===&lt;br /&gt;
*The army is tenacious. It has multiple army wide mechanics for resurrecting fallen troops and Bravery 10 across the board. Soulblight Gravelords can feel impossible to hurt most of the time, you simply resurrect big chunks of your army for free every turn, and heroes who don&#039;t die in one turn can make full recoveries just by staying on the offensive.&lt;br /&gt;
*Lots of different play styles, depending on which Bloodline you choose.&lt;br /&gt;
*Lots of new models, particularly if you want to play the Vyrkos Dynasty.&lt;br /&gt;
*Tons of magic, and often on particularly resilient characters.&lt;br /&gt;
*Mortal Wound dispensaries everywhere. Between the Bloodseeker Palanquin, Mortis Engine, Zombies, Terrorgheist, Grave Guard, Wight Kings, and all your magic, you&#039;ll have lots and lots of ways of poking your enemy with annoying mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Almost zero units with ranged attacks. Magic helps fix this, but at the end of the day you still have to get in range of your enemy to start hurting them, which can be frustrating because...&lt;br /&gt;
*Much of the army is slow, and barring a couple teleports you have pretty mediocre movement shenanigans. &lt;br /&gt;
*You need to protect your heroes far more than other armies. Losing a Loonboss in Gloomspite Gitz sucks, but he&#039;s cheap and shitty and was mostly there to provide command abilities. Losing a Vampire Lord hurts because not only did you pay a decent chunk of points for them, you&#039;ve also lost a wizard, a source of resurrecting, and a decent combat lord who ALSO provided command abilities.&lt;br /&gt;
*You are relying pretty heavily on characters to get shit done. Basic zombies, even in a big horde with a Corpse Cart or two nearby won&#039;t have the sort of killing potential to be a big threat; it&#039;s only after you buff them with heroes that they start being truly scary. This ends up with the eternal balancing act of having enough bodies on the board to buff, versus the expensive heroes who buff them. While we&#039;re better off than say, Nighthaunt about this, we still can struggle with affording all the heroes and units.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;The Unquiet Dead&#039;&#039;&#039;: Place four gravesites; two in your deployment area, and two outside your deployment. They must be more than 1&amp;quot; away from terrain or objectives. One of your {{AOSKeyword|Summonable}} units for every unit that you regularly deploy can be set up in reserve and pop up within 12&amp;quot; of one of these gravesites, so long as there are no enemies within 9&amp;quot;. These gravesites also act as focuses for some of your other traits. &lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions&#039;&#039;&#039;: The Gravelord version of the classic 6+ death save after the save . All Soulblight Gravelords units wholly within 12&amp;quot; of a gravesite or friendly hero can make a 6+ save after the save to ignore a wound or mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;[[Recursion|Endless Legions]]&#039;&#039;&#039;: This lets you respawn your destroyed zombie or skeleton units with the {{AOSKeyword|Summonable}} keyword wholly within 12&amp;quot; of one of your gravesites at the end of your battleshock on a 5+ die roll, with a +1 for each enemy unit you destroyed earlier that turn. They only come back at half strength and must be placed at least 9&amp;quot; from enemies as well. &lt;br /&gt;
*&#039;&#039;&#039;Locus of Shyish&#039;&#039;&#039;:  Gravelords get to resolve their lore spells (NOT their warscroll spells, arcane bolt or mystic shield) twice if they get an unmodified 9+ on their cast roll, provided it&#039;s not unbound.&lt;br /&gt;
*&#039;&#039;&#039;Reanimated Horrors&#039;&#039;&#039;: Non-death models within 6&amp;quot; of your {{AOSKeyword|Deathrattle}} or {{AOSKeyword|Deadwalker}} units get a -1 to their bravery, or -2 if they are within 6&amp;quot; of two or more of them. &lt;br /&gt;
*&#039;&#039;&#039;Deathly Invocation&#039;&#039;&#039;: Gravelords Heroes can heal a number of {{AOSKeyword|summonable}} units within 12&amp;quot; of d3 wounds/equivalent models. The Mortarchs get four units, vampires can do three, while wights and necromancers can top off two. Unfortunately, a unit can only benefit from this once per turn, and can&#039;t get the healing if they were already healed by Nagash&#039;s beefed up version of this ability in the same turn.&lt;br /&gt;
&lt;br /&gt;
===Dynasties===&lt;br /&gt;
The fancy name for the five subfactions for Soulblight, each with a full complement of relics and command traits, and all of them have access to at least one special character.&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;
====Legion of Blood====&lt;br /&gt;
Regal and lethal, these schemers are the all around sub faction, though their specialty lies with the Deathrattle.&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;
=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Immortal Majesty&#039;&#039;&#039;: D3 additonal models flee if they fail a battleshock test within 3&amp;quot; of any  {{AOSKeyword|Legion of Blood Vampire}} units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Favoured Retainers&#039;&#039;&#039;: Ignore negative modifiers to hit and wound rolls for  {{AOSKeyword|Legion of Blood Deathrattle}} while wholly within 12&amp;quot; of {{AOSKeyword|Legion of Blood Vampire}} or 18&amp;quot; of the general.&lt;br /&gt;
&lt;br /&gt;
======Command Traits======&lt;br /&gt;
*&#039;&#039;&#039;Premeditated Violence&#039;&#039;&#039;: Unmodified hit rolls of 6 are 2 hits. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul-crushing Contempt&#039;&#039;&#039;: -1 brave within 3. Synergy with their battle trait, but probably still bad. Secondary opinion, combined with Reanimated Horrors and a bravery-debuffing endless spell like Horroghast or Suffocating Gravetide, you can quickly delete whole units of enemies with a single leadership failure. Plop this on a Wight King for the double stack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aristocracy of Blood&#039;&#039;&#039;: 12&amp;quot; reroll charge aura. This is good.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Majesty&#039;&#039;&#039;: Subtract 1 from hit rolls targeting the general in melee. Solid choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Walking Death&#039;&#039;&#039;: If an unmodified wound roll is a 6 for the general, that wound does mortals equal to the damage of the weapon used. Could be good on the Vengorian Lord. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanguine Blur&#039;&#039;&#039;: +3&amp;quot; of pile in while wholly within 12 of the general. Doesn&#039;t let a unit fight from further away, but +3 pile in is great just in general, and who doesn&#039;t want 9&amp;quot; pile in zombies?&lt;br /&gt;
&lt;br /&gt;
======Artifacts======&lt;br /&gt;
*&#039;&#039;&#039;Ring of Dominion&#039;&#039;&#039;: When you fight, pick one model within 3&amp;quot; and roll a dice, on a 5+ you do mortals equal to the weapons damage. You can&#039;t pick any weapon that charts or has a see below rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadeglass Decanter&#039;&#039;&#039;: After set up, but before first round, pick a hero. If that hero and the bearer are on the battlefield at the start of your hero phase you roll a dice. If it&#039;s equal to or greater than the current battle round, the hero takes a mortal. This is hilarious. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Enchantment&#039;&#039;&#039;: Once per battle, pick one enemy hero within 3 and roll a dice. On a 3+ that hero can&#039;t fight this phase. This is random, once per game, and insanely power. None of those things make for a good artifact of power to pick.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulbound Garments&#039;&#039;&#039;: You&#039;re wearing a player character&#039;s clothing for some reason, this gives you +1 to save rolls. Nice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oubliette Arcana&#039;&#039;&#039;: Once per enemy hero phase, when they cast a spell and it&#039;s not unbound, you can roll a dice. On a 5+ it&#039;s unbound. Extra unbinding is always good. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amulet of Screams&#039;&#039;&#039;: Once per game when an enemy casts a spell that isn&#039;t unbound you can deal d3 mortal wound to them. Trash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Legion of Night====&lt;br /&gt;
Mannfred&#039;s bloodline are tricksy, with their primary feature being outflank, with some nice command traits and artifacts to strategize around. They pick up an extra battleline in vargheists as a bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Bait&#039;&#039;&#039;: +1 to save rolls on the first turn for {{AOSKeyword|Deathrattle}} and {{AOSKeyword|Deadwalker}} units. Since these are likely the first to move into the line of fire, you&#039;ll be needing that boost to defense.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ageless Cunning&#039;&#039;&#039;: You can set up one unit in reserve for every unit you have placed on the board and bring them in with ambush 6&amp;quot; from a board edge outside of 9&amp;quot; from enemy units at the end of your movement phase. At the start of round 4, units still in reserve are destroyed.&lt;br /&gt;
&lt;br /&gt;
======Command Traits======&lt;br /&gt;
*&#039;&#039;&#039;Above Suspicion&#039;&#039;&#039;: Deep strike the general from outflank onto the board anywhere on the battlefield at the end of your movement fase. (Outside of 9 from enemy units like normal)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift Form&#039;&#039;&#039;: 2+ Movement. Good if you’re using the footslogger Vampire for some reason.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unbending Will&#039;&#039;&#039;: No battleshock wholly within 12 of the general. Better than it seems, as you&#039;re likely to suffer heavy casualties with zombies and skeletons, and even leadership 10 won&#039;t save you forever, but this will.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Merciless Hunter&#039;&#039;&#039;: +1 to wound rolls for general in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unholy Impetus&#039;&#039;&#039;: If the general slays an enemy model in close combat, all friendly units wholly within 12&amp;quot; get +1 attack on all their melee weapons until the end of the phase. Changed to wholly within 12 instead of 3, probably your best choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Visage&#039;&#039;&#039;: Subtract 1 from wound rolls against the general in melee.&lt;br /&gt;
&lt;br /&gt;
=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Vial of Pure Blood:&#039;&#039;&#039; Once per battle, in your hero phase, you can say that the bearer will drink from their vial of pure blood. If you do so, add 1 to hit and wound rolls for attacks made with melee weapons by the bearer until your next hero phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shard of Night:&#039;&#039;&#039; Ignore the Rend characteristic of missile weapons when making save rolls for attacks that target the bearer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gem of Exsanguination:&#039;&#039;&#039; Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 6&amp;quot; of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, the unit suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chiropteran Cloak:&#039;&#039;&#039; If the unmodified hit roll for an attack made with a melee weapon that targets the bearer is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Morbheg&#039;s Claw:&#039;&#039;&#039; In your hero phase, you can say that the bearer will carve sigils into the ground using Morbheg’s claw. If you do so, add 2 to casting rolls for friendly {{AOSKeyword|Legion of Night Wizards}} wholly within 12&amp;quot; of the bearer until your next hero phase. However, the bearer cannot make a normal move, make a charge move, shoot or fight until your next hero phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Curseblade:&#039;&#039;&#039; After armies have been set up but before the first battle round begins, you can pick 1 enemy {{AOSKeyword|Hero}} on the battlefield. In your hero phase, if the bearer and that {{AOSKeyword|Hero}} are on the battlefield, roll a dice. On a 5+, that {{AOSKeyword|Hero}} suffers 1 mortal wound and you can heal 1 wound allocated to the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Kastelai====&lt;br /&gt;
Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline. &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;
=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Shifting Keep&#039;&#039;&#039;: Kastelai Blood Knights up to half your unit count can be placed in reserve instead of on the battlefield, and be setup within 6&amp;quot; of any table edge and more than 9&amp;quot; from enemies at the end of your movement phase. The pretty standard rider of them being destroyed if not place by round four also applies.&lt;br /&gt;
*&#039;&#039;&#039;Might of the Crimson Keep&#039;&#039;&#039;: {{AOSKeyword|Vampire}} keyword units gain a characteristic bonus when they destroy units; Bloodied Strength: +1 damage to non-mount melee weapons if it was a {{AOSKeyword|Hero}}/{{AOSKeyword|Monster}}, Stolen Vitality: +1 to it&#039;s wounds if it had 3+ wounds, or Absorbed Speed: +2&amp;quot; to run and charge for everything else. Infinitely scaling Blood Knights could be kinda scary although suspect these are technically Keywords being added onto the Units Warscroll hence the naming of each type.&lt;br /&gt;
&lt;br /&gt;
=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Bloodshed&#039;&#039;&#039;: After the general charges you do d3 mortals on a 3+ to one unit. Combined with Arcane Bolt and Monstrous Rampage, a VLoZD can do 3D3 mortal wounds in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Retaliation&#039;&#039;&#039;: At the end of the combat phase if this model was wounded and not slain, you pick a unit within 1&amp;quot; and do d3 mortals on a 2+. Trash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power in the Blood&#039;&#039;&#039;: If an enemy is destroyed within 6&amp;quot; of this model he also gets Might of the Crimson Keep even if he didn&#039;t kill them. This is bonkers, and will probably be the go to choice. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rousing Commander&#039;&#039;&#039;: Once per game at the start of combat you can give all {{AOSKeyword|Kastelai Dynasty Vampire}} units the Bloodied Strength and Stolen Vitality abilities for that phase, if they didn&#039;t already have them. This is honestly one of the strongest single turn effects in the game, and might actually get chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;: Reroll charges while within 12&amp;quot; of the general. Arguably stronger than Rousing Commander overall because buffs are irrelevant if your units fail their charge rolls. Kastelai armies are based around consistent charging each turn so getting into combat is paramount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Craving for Massacre&#039;&#039;&#039;: Run and charge on the general. Good for getting in there fast, but probably not worth it.&lt;br /&gt;
&lt;br /&gt;
=====Artifacts=====&lt;br /&gt;
*&#039;&#039;&#039;Sword of the Red Seneschals&#039;&#039;&#039;: If an enemy model is slain by the bearer&#039;s melee weapon, add +1 to wound roll attacks made by a friendly unit wholly within 12&amp;quot; of the bearer until the end of the phase. Does not affect the bearer since the buff happens after the bearer makes their attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodsaint&#039;s Shield&#039;&#039;&#039;: Enemy Wizards within 6&amp;quot; of the bearer subtract -1 from casting rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Crimson Keep&#039;&#039;&#039;: Missile weapons shot at the bearer subtract -1 from hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shard of Grave-Sand&#039;&#039;&#039;: At the start of the hero phase, the bearer crushes the Shard and adds +1 to Deathless Minions rolls for friendly units wholly within 12&amp;quot;. Once per game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fragment of the Keep&#039;&#039;&#039;: Enemy units within 6&amp;quot; of the bearer subtract -1 from wound rolls. Extremely good because all of your units want to be in melee all the time and it&#039;s an AOE debuff that can affect multiple enemy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Red Casket&#039;&#039;&#039;: At the start of your charge phase, you can add +3 to your charge rolls. Once per game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avengorii====&lt;br /&gt;
&lt;br /&gt;
Monstrous looking vampire-centaurs that only feed on the blood of great beasts. They get battleline zombie dragons and terrorgheist and appropriately have a heavy lean to these monsters.&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;
=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Cursed Abominations&#039;&#039;&#039;: {{AOSKeyword|Terrorgheists}} and {{AOSKeyword|Zombie Dragons}} get to have a mutation. You get 1 per army, and 1 more per battalion you take.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Might&#039;&#039;&#039;: Subtract 1 from wound rolls against your monsters in melee unless the opponent is also a monster. This should help keep your big guys alive for a little longer than normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Nightmares&#039;&#039;&#039;: In the combat phase you can pick one of your monsters to fight at the top bracket. Each monster can only do this once per battle, so having a bunch of monsters is going to be good. &lt;br /&gt;
&lt;br /&gt;
=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;An Eye for An Eye&#039;&#039;&#039;: +1 damage until the end of the phase if this model is damaged. Really solid on the Vengorian Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Retaliation&#039;&#039;&#039;: At the start of the combat phase roll a dice for every enemy unit within 3 of the general. 5+ you take a mortal wound, and can only attack this general in that phase after the general has already fought this phase. This is... weird. It protects you from attacking until you attack, so it makes you want to have him in with a unit to soak damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unhinged Rampager&#039;&#039;&#039;: Reroll charges for the general. Boring but useful.&lt;br /&gt;
&lt;br /&gt;
=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Breath of the Void Maw:&#039;&#039;&#039; Once per battle, in your hero phase, you can pick 1 enemy unit within 6&amp;quot; of the bearer that is visible to them and roll a dice. On a 3+, that unit suffers D6 mortal wounds.&lt;br /&gt;
* &#039;&#039;&#039;Ghorvar’s Collar:&#039;&#039;&#039; Once per battle, at the start of the combat phase, you can say that the bearer will don Ghorvar’s collar. If you do so, you can re-roll wound rolls of 1 for attacks made by the bearer in that phase.&lt;br /&gt;
* &#039;&#039;&#039;The Furious Crown:&#039;&#039;&#039; Once per battle, at the start of your charge phase, you can say that the bearer will unleash the fury of the crown. If you do so, after the bearer makes a charge move in that phase, you can pick 1 enemy unit within 1&amp;quot; of the bearer and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
=====Cursed Mutations=====&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hunger&#039;&#039;&#039;: Once per turn, at the start of the combat phase, you can pick 1 enemy model with a Wounds characteristic of 1 that is within 3&amp;quot; of this model. If you do so, that enemy model is slain and you can heal 1 wound allocated to this model.&lt;br /&gt;
*&#039;&#039;&#039;Urges of Atrocity&#039;&#039;&#039;: Once per battle, this model can run and still charge later in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Nullblood Construct&#039;&#039;&#039;: Re-roll successful casting rolls for enemy {{AOSKeyword|Wizards}} within 9&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Vyrkos====&lt;br /&gt;
&lt;br /&gt;
Bestial Fantasy Russian Vampires who run with the pack, especially dire wolves. This is the kind of army that wants plenty of heroes to buff their humanoid and lupine zombies alongside the kind of tactics that wolves would use. &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;
=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Strength of the Pack is the Wolf&#039;&#039;&#039;: {{AOSKeyword|Vyrkos Deadwalker}} and {{AOSKeyword| Vyrkos Deathrattle}} units within 9&amp;quot; of a {{AOSKeyword|Vyrkos Vampire Heroes}} get +1 to their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;The Strength of the Wolf is the Pack&#039;&#039;&#039;: Those same {{AOSKeyword|Vyrkos Vampire Hero Wizards}} get to reroll cast rolls.&lt;br /&gt;
&lt;br /&gt;
=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Pack Alpha&#039;&#039;&#039;: The general gets to use of their command abilities for free once per turn. Probably the strongest choice and pretty good in an army that will have a lot of command abilities to choose from. &lt;br /&gt;
*&#039;&#039;&#039;Driven by Deathstench&#039;&#039;&#039;: You can re-roll charge rolls for friendly {{AOSKeyword|Vyrkos Dynasty}} units wholly within 9&amp;quot; of this general. Also good. &lt;br /&gt;
*&#039;&#039;&#039;Kin of the Wolf&#039;&#039;&#039;: Once per battle, at the end of your movement phase, you can say that this general will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 {{AOSKeyword|Dire Wolves}} to your army. Set up that unit wholly within 9&amp;quot; of this general and more than 9&amp;quot; from all enemy units. Fluffy but Radukar the Beast is simply better at it. &lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Snare&#039;&#039;&#039;: If this general contests an objective, the number of models this general counts as is equal to their Wounds characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Spoor Trackers&#039;&#039;&#039;: At the start of your hero phase, friendly {{AOSKeyword|Vyrkos Dynasty Deadwalker}} units wholly within 9&amp;quot; of this general can make a normal move of up to 3&amp;quot; (they cannot run). Give it to a general that can keep up with their wolves (unless a horde of fast walking zombies is what you want). &lt;br /&gt;
*&#039;&#039;&#039;United by Blood&#039;&#039;&#039;: This general can attempt to unbind 1 spell in the enemy hero phase in the same manner as a {{AOSKeyword|Wizard}}. If this general is already a {{AOSKeyword|Wizard}}, they can attempt to unbind 1 extra spell in the enemy hero phase. May see some use in small games.&lt;br /&gt;
&lt;br /&gt;
=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Ulfenkarnian Phylactery:&#039;&#039;&#039; Friendly {{AOSKeyword|Soulblight Gravelords}} units are affected by the Deathless Minions battle trait whilst they are wholly within 18&amp;quot; of the bearer instead of 12&amp;quot;. Give it to a Necromancer sitting behind your line to grant greater flexibility to other heroes or give it to a Vampire Lord on Zombie Dragon or Wight King leading your more mobile units on the flank. &lt;br /&gt;
* &#039;&#039;&#039;Cloak of the Night Prowler:&#039;&#039;&#039; The bearer can pile in an extra 3&amp;quot; when they make a pile-in move. Situational, but may occasionally allow your flying Vampire Lord to hunt an enemy Wizard behind the enemy line ~~(remember that you have to move closer to the closest enemy model though).~~ In 3.0 you have to end as close to the **unit** as when you started. Not the model&lt;br /&gt;
* &#039;&#039;&#039;Sangsyron:&#039;&#039;&#039; Pick 1 of the bearer’s melee weapons. If the bearer made a charge move in the same turn, add D3 to the Attacks characteristic of that weapon until the end of that turn. Better on a Vampire Lord on Zombie Dragon. &lt;br /&gt;
* &#039;&#039;&#039;Vilnas’ Fang:&#039;&#039;&#039; Once per battle, in your charge phase, you can say that the bearer will be imbued with Vilnas’ stealth. If you do so, until the end of that phase, add 1 to charge rolls for the bearer for each other friendly {{AOSKeyword|Vyrkos Dynasty Vampire Hero}} on the battlefield. Might be OK on turn 1 if you have a coterie of Vampires and a priority target.  &lt;br /&gt;
* &#039;&#039;&#039;Terminus Clock:&#039;&#039;&#039; Once per battle, at the start of the enemy hero phase, you can say that the bearer will stop the Terminus Clock. If you do so, until the end of that phase, subtract 1 from casting rolls for enemy {{AOSKeyword|Wizard}}. Will help you shut down one enemy magic phase. &lt;br /&gt;
* &#039;&#039;&#039;Standard of the Ulfenwatch:&#039;&#039;&#039; Once per battle, at the start of the hero phase, you can say that the bearer will raise the standard of the Ulfenwatch. If you do so, until the end of that turn, each time your opponent spends a command point, roll a dice. On a 5+, you receive 1 extra command point. Pass, until AoS 3.0 brings more command points to the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
There are two spell lores to pick from, one for your necromancers and the two Mortarchs, and one for your vampires, with Nagash getting all of them. There is also an additional spell, Invigorating Aura, that ALL your wizards get for free, and may be cast by any number of spell casters in a turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Invigorating Aura:&#039;&#039;&#039; Casting Value 8. Pick 1 {{AOSKeyword|Summonable}} unit wholly within 18&amp;quot; of the caster. You can heal up to 3 wounds, or return slain models that have a combined wounds characteristic of 3 or less to it. Add +1 to the casting roll for each hero on the battlefield. No unit can benefit from this more than once per turn. Even more healing options is always welcome, especially with deathly invocation only being used once per turn per unit now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Vampires&amp;quot;&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Blades of Shyish:&#039;&#039;&#039; Casting Value 5. Roll a dice for each enemy unit within 12&amp;quot; of the caster. On a 3+ that unit suffers a mortal wound. Not terrible on Vampires with large bases; a VLoZD can cover a lot of enemy units within 12&amp;quot; on a 130mm base.&lt;br /&gt;
# &#039;&#039;&#039;Spirit Gale:&#039;&#039;&#039; Casting Value 5. Pick 1 enemy unit wholly within 18&amp;quot; and roll 2D6. If the roll is greater than that unit&#039;s bravery, that unit suffers a number of mortal wounds equal to the difference between the unit&#039;s bravery and the 2D6 number rolled. Meant to stack with the army&#039;s bravery debuffs; has the potential to be devastating to small elite units.&lt;br /&gt;
# &#039;&#039;&#039;Soulpike:&#039;&#039;&#039; Casting Value 6. Pick a unit wholly within 18&amp;quot;. If that unit tries to charge, roll a number of dice equal to the charge value. For each 4+ the unit suffers a mortal wound. The real power of this spell is making your opponent reconsider whether it&#039;s worth charging your unit, not the actual damage it inflicts.&lt;br /&gt;
# &#039;&#039;&#039;Amethystine Pinions:&#039;&#039;&#039; Casting Value 5. Add +6&amp;quot; to the caster&#039;s Move characteristic, which is great for throwing your vampires into the thick of it from far. Does not stack with Locus of Shyish.&lt;br /&gt;
# &#039;&#039;&#039;Vile Transference:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 3&amp;quot;. Roll a number of dice equal to the unit&#039;s wounds characteristic. For each 6, the target suffers 1 mortal wound, and you heal 1 wound. Looks pretty terrible at first glance, but it&#039;s meant to be used on enemy heroes and monsters where you might not trigger The Hunger because you didn&#039;t kill the model in a single round of combat.&lt;br /&gt;
# &#039;&#039;&#039;Amaranthine Orb:&#039;&#039;&#039; Casting Value 6. Pick a point within 9&amp;quot; of the caster, and draw an &amp;quot;imaginary straight line&amp;quot; from the point to the caster. Roll a dice for each unit the line passes by, and on a 2+ that unit suffers D3 mortal wounds. Does not work on Death units so feel free to draw a line over your own units. A risky choice in tournaments since you cannot alter your list once it&#039;s submitted and Death is a very popular faction.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Deathmages&amp;quot;&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Overwhelming Dread&#039;&#039;&#039;: Casting Value 5. One enemy unit within 18&amp;quot; takes a -1 to hit until your next hero phase. A cheap and decent debuff for your hordes.&lt;br /&gt;
# &#039;&#039;&#039;Fading Vigor&#039;&#039;&#039;: Casting Value 6. One enemy unit within 18&amp;quot; loses one attack from their melee weapon until your next hero phase. Another debuff, but a lot less generalized. Might be useful for zombies or skeletons, who are expected to last longer and would already topple over from a stiff breeze.&lt;br /&gt;
# &#039;&#039;&#039;Spectral Grasp&#039;&#039;&#039;: Casting Value 6. Select one setpiece within 18&amp;quot; of the caster. Until your next hero phase, all enemies within 3&amp;quot; of that setpiece has their movement halved. One of those spells that&#039;s really dependent on how the arena is laid out, ranging from crippling to utterly useless.&lt;br /&gt;
# &#039;&#039;&#039;Prison of Grief&#039;&#039;&#039;: Casting Value 6. Pick one enemy unit within 6&amp;quot; of the caster; any time this unit plans to move, they must roll a d6 and stay paralyzed on a 6&amp;quot;. Great for foiling jukes and making sure that your guys get the first hit in.&lt;br /&gt;
# &#039;&#039;&#039;Decrepify&#039;&#039;&#039;: Casting Value 6. Select one enemy hero within 18&amp;quot; of the caster. This hero loses one attack and reduces the damage value by 1 for one melee weapon.&lt;br /&gt;
# &#039;&#039;&#039;Soul Harvest&#039;&#039;&#039;: Casting Value 7. All enemy units within 3&amp;quot; suffer d3 mortal wounds immediately. For each hit that isn&#039;t saved, you can roll a d6 and restore a wound to the caster on a 5+. Ultimately, this is more of a hinderance than a means to actually clear units. If you&#039;re lucky, you might have actually popped a Liberator or a chaos warrior, but you won&#039;t actually win a fight against them as a measly necromancer. (But Mannfred might)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord.pdf Vampire Lord]&#039;&#039;&#039;(140 pts): The average vampire is pretty potent for a warrior with flight, a modest weapon with -1 Rend and the ability to heal d3 wounds whenever it kills an enemy model in combat - meaning that you might actually be able to hang on even if you just kill a few models in a mob each turn. It&#039;s also a wizard with a command ability that gives one summonable unit extra attacks, which you&#039;ll need because those goons are going to go down quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord_OnZombieDragon.pdf Vampire Lord on Zombie Dragon]&#039;&#039;&#039;(435 pts): Lost a lot of it&#039;s healing ability with Chalice of Blood being gone but The Hunger being buffed to D3 instead of 1 could make up for it. Also lost Dread Knight Command Ability (not sure why it has no Command Ability presume AOS 3.0?), Blood Boil renamed to Curse of Exsanguination but remains the same. As for the buffs Deathlance Charge got a damage increase from 1 to 2 dmg and improved the rend by 1. Ancient shield is now baked into his stats giving VLoZD a +3 Armour Save. All in all VLoZD depending on the Dynasty will still be an absolute killing machine on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Coven_Throne.pdf Coven Throne]&#039;&#039;&#039;(310 pts): You want a hero who does everything? This is the Bad Bitch Wagon. A flying Wizard with mortal wounds, 25 attacks per turn in melee (granted, they aren&#039;t the best attacks, but you do get a hell of a lot of them), and an absolutely disgusting command ability. You WILL be using this command ability as often as possible, as it gives a +1 to hit AND wound AND improves armor saves. Plop a Coven throne down next to 10 Blood Knights and they&#039;re basically unkillable. Not to mention, the unique spell rolls 3d6 versus a target&#039;s bravery, and if they fail they CANNOT target the Coven Throne in any way, with attacks or abilities, until it wears off. The only real downside is that it&#039;s an enormous target, and any sane player will throw everything they can into killing the Bad Bitch Wagon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Bloodseeker_Palanquin_2021.pdf Bloodseeker Palanquin]&#039;&#039;&#039;(290 pts): A giant artillery chariot, it&#039;s chief weapon instantly deals MWs to all enemies within range (though this range decays with damage), a potent force for an army with no artillery to speak of. The unique spell allows it to suck out more MWs from an enemy hero, and if that hero dies close enough, this can also lead to buffing friendly vampires. Simply put, this shouldn&#039;t be your lone hero, it should be accompanying your general (if you&#039;re not grabbing a named hero anyways).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vengorian_Lord.pdf Vengorian Lord]&#039;&#039;&#039;(280 pts): The angrier monster vampire, but actually a bit more defensive than the normal ones or the zombie dragon. Compared to the base vampire, they have an aura for debuffing enemy Rend and a spell to make it easier to harm enemies. If one of your units kills an enemy unit within 12&amp;quot;, their command ability helps that unit heal some wounds to keep them running.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King.pdf Wight King]&#039;&#039;&#039;(115 pts): The pure beatstick of the heroes. While the weapon&#039;s about as effective as the vampire&#039;s, though the wight king also deals a mortal wound on a nat 6 to hit. His command ability&#039;s specifically made for skellies, making a {{AOSKeyword|Deathrattle}} unit within 12&amp;quot; re-roll 1s to hit in melee. If you&#039;re planning to focus more on the bone-boys, then you&#039;ll be just well-served by this guy as you would with a vampire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King_On_Steed.pdf Wight King on Skeletal Steed]&#039;&#039;&#039;(130 pts): For 15 more points than the footsloger, you get +2 wounds and triple your movement, and swap out the chance at mortal wounds on 6&#039;s for more reliably causing them on the charge. Otherwise, he remains the hero of choice for supporting the bonepile and is especially served by joining a pack of black knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Necromancer.pdf Necromancer]&#039;&#039;&#039;(125 pts): A wizard clad in tatters. Then again, why would he need anymore when he can just have some nearby summonable units soak up the wounds for him. Indeed, he does need them around because aside from summoning them and using them as meatshields, he can also cast a unique spell that can let them fight again, a stark upgrade from the vampire lord&#039;s command ability and only casts on a 6+.&lt;br /&gt;
====Named Characters====&lt;br /&gt;
Nagash and Soulblight named characters with a dynasty (save the Cursed City characters) all have a special rule that allows them to be treated as general in addition to the one that you choose in an army of their dynasty (or any of them for Nagash). You can use this to your advantage if you want to utilize the generic command abilities, or in certain battle plans.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Nagash.pdf Nagash]&#039;&#039;&#039;(970 pts): The supreme lord  of the undead has increased in points cost yet again, now a whopping 970. He gets access to all 13 spells in the book in addition to his own, giving him a good versatile selection for him to use, and gives him more flexibility than casters who must select their spell. Beyond that he&#039;s largely the same as he always has been, but keep an eye out to which Dynasty that you play him with, as several of their traits are tied to the &#039;&#039;&#039;Vampire&#039;&#039;&#039; keyword and he will not benefit/proc benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Neferata.pdf Neferata, Mortarch of Blood]&#039;&#039;&#039; (&#039;&#039;&#039;Legion of Blood&#039;&#039;&#039;, 365 pts): A lot more direct compared to Manny, and by necessity. Not only can she heal more from killing compared to the average vampire, but she also has a weapon that can insta-kill a model.  She also has two tricks that really help her army.  First is her command ability, which gives enemy melee attacks within 12&amp;quot; of her -1 to hit with the range now unaffected by how many wounds she takes.  Her signature spell also make a friendly unit immune to negative save modifiers; that&#039;s right, not rend, but negative save modifiers.  Have her cast this and Mystic Shield on Blood Knights for a 2+ unrendable save.  This makes her a viable strongpoint for Legion of Blood armies, but also a visible target.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mannfred_von_Carstein.pdf Mannfred Von Carstein, Mortarch of Night]&#039;&#039;&#039; (&#039;&#039;&#039;Legion of Night&#039;&#039;&#039;, 380 pts): The lord of assholes returns, just as dangerous as before. While he&#039;s still pretty dangerous between his own weapons and his beastly mount, his role remains being an elusive prick who bounces across the field to pick off the weak bits. Not only can he fly, but he can also redeploy wherever he wants once he&#039;s stuck in combat. The moment he kills something with his sword, he can then boost a {{AOSKeyword|Summonable}} unit, and this can stack with his command ability so his lackeys can fight on without his direct intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Vhordrai_2021.pdf Prince Vhordrai]&#039;&#039;&#039;(&#039;&#039;&#039;Kastelai&#039;&#039;&#039;, 455 pts): Has had a nerf to Breath of Shyish being a flat 6 MW is now D6 and also now is only usable on a 3+ without the previous modifier of +1 if Vhordrai had slain an enemy model in the previous combat phase. Has had a buff to Bloodlance Charge much the same as VLoZD +1 dmg and added 1 rend and buff to The Hunger being D3 instead of 1. Of note he retains Chalice of Blood which VLoDZ did lose and still retains his Command Ability Fist of Nagash and his Spell Quickblood. Overall Kastelai players may prefer using him over a VLoDZ for the extra few points until AOS 3.0 reveals the new Command Abilities for Generals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Belladamma_Volga.pdf Belladamma Volga, First of the Vyrkos]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 200 pts): Though she can&#039;t fly, she&#039;s very fast and comes with a whirlwind of attacks thanks to her pet wolves. She&#039;s best run with some dire wolves, who can act as her meatshields as well as benefiting from her command ability (which lets them pile in an additional +3&amp;quot;, meaning their engagement range is 6&amp;quot;). Also helpful is that she&#039;s a powerful wizard with two special spells, one that deals MWs and replaces the slain models with Dire Wolves, and the other making the target friendly unit deal double the hits on a 6+ to hit roll. If you plan on playing her, keep her behind plenty of dire wolves, and grab someone else if you plan on supporting the rest of your legions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Wolf.pdf Radukar, The Wolf]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 150 pts) now no longer needs to be taken as a complete set with all the other cursed city models so could be brought in on his own. Though a good beatstick you might just be better off just bringing his beast mode variant, as you can&#039;t bring them both.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Gorslav_The_Gravekeeper.pdf Radukar, Gorslav the Gravekeeper]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 75 pts): &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Torgillius.pdf  Torgillius the Chamberlain]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 115 pts): &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Watch_Captain_Halgrim.pdf  Watch Captain Halgrim]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 80 pts): &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Beast.pdf Radukar, The Beast]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 315 pts): Wow what a real melee beatstick this dude is! Can run and charge same turn, 3+/3+ 12 attacks -1 rend 2 dmg or d3 dmg with Piercing Blade (Bloodslick Claws able to do 2x MWs on 6s), pseudo in built Gryph Feather Charm -1 to hit, the generic &amp;quot;The Hunger&amp;quot; all Vampire Lords seem to have now and 12 wounds make him quite tanky as well. His CP abilities are pretty nuts too able to give a bubble of +1 attack to all Soulblight Gravelord units within 18&amp;quot; of him if he made a charge in that turn, notice how it says keyword &amp;quot;Soulblight Gravelords&amp;quot; this actually makes your Blood Knights very frightening with Radukar being able to keep up with them quite nicely being able to run and charge same turn. Summoning 10 Dire Wolves within 12&amp;quot; of him once per battle also quite a neat trick good for outflanking/capturing points but slightly limiting with the 12&amp;quot; bubble and 9&amp;quot; away from enemies. Very amazing points cost for the utility he provides. Also of note Curse City heroes/Radukar the Wolf cannot be in the same army as Radukar the Beasts lore is after Cursed City.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Kritza.pdf Kritza, The Rat Prince]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 95 pts): Largely a cheaper Vampire Lord, Kritza trades off a point of armour for an extra wound, and swaps spellcasting for a -1 th hit in melee against him and a rather impressive ability to, when slain, be set up again elsewhere on a 4+ role, making him relatively resilient despite also lacking &#039;The Hunger&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lady_Annika.pdf Annika, The Thirsting Blade]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 110 pts): Another lord equivalent, Annika also swaps armor for wound, and her spellcasting for 4+ wound negation and completely healing all wounds when she slays a model instead of d3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lauka_Vai.pdf Lauka Vai, The Mother of Nightmares]&#039;&#039;&#039; (&#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 285 pts): The new monster as a hero, acting a named vengorian lord. She&#039;s very potent, acting as combat superiority between her spell nerfing enemy charges and her aura nerfing enemy rending. She&#039;s meant to be crushing the enemy, with a charge bonus like the mounted vampire lord, and the chance to run and charge on the same turn - though this is at the cost of her command ability, which influences friendly monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Duvalle.pdf Prince Duvalle] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Crimson_Court.pdf The Crimson Court]&#039;&#039;&#039; (200 pts): Duvalle is pretty gimped for a vampire, lacking flight or any weapons aside from his sword, though he also comes with a unique spell useful for zeroing in on an enemy unit. His court aren&#039;t quite as durable, though one acts as a beef wall and they can effectively hop through terrain so they can kill whoever Duvalle targets.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deathrattle_Skeletons.pdf Deathrattle Skeletons]&#039;&#039;&#039; (85pts/10, max 30, {{AOSKeyword|Summonable}}): Renamed and remodeled skeletons with mediocre weapons with no rend. Come with the ability to re-roll 1s on their Deathless Minion&#039;s checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deadwalker_Zombies.pdf Deadwalker Zombies]&#039;&#039;&#039; (115 pts/20, max 60, {{AOSKeyword|Summonable}}): The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3&amp;quot;, so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don&#039;t expect them to kill much. Alternative opinion: mortal wound on a hit roll of 6 is not a joke. Consider that with 6&amp;quot; pile in it is easy to get large number into combat, with vampire lord buff and/or Radukar buff, a fairly cheap unit of zombies can dish out a scary number of mortal wounds per turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Dire_Wolves.pdf Dire Wolves]&#039;&#039;&#039;(135 pts/10, max 30, {{AOSKeyword|Summonable}}): These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don&#039;t get buffs from corpse carts anymore. And of course, they&#039;re still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Terrorgheist.pdf Terrorgheist&#039;&#039;&#039;] (Battleline in &#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 305 pts): Big boi, retains the same stats it had before, unfortunately the inability to fish for 6s with Gaping Maw like our &#039;&#039;&#039;[[Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts|FEC]]&#039;&#039;&#039; brethren can do kinda makes the points cost potentially not worth it also has no way of healing without investing in Mutations in Avengorii and costs 5 more pts than a Royal Terrorgheist. Interestingly is battleline in Avengorii Dynasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Zombie_Dragon.pdf Zombie Dragon&#039;&#039;&#039;] (Battleline in &#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 295 pts): A massive monstrosity, now without a vampire riding on top. It retains its multitude of attacks as well as its breath weapon, ideal for dissolving mobs. Of course, its issue is that it&#039;s pretty flimsy with only a 4+ save protecting it. Even if it&#039;s battleline, this is a hefty investment without any way to ensure its survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mortis_Engine.pdf Mortis Engine]&#039;&#039;&#039; (200 pts): For when you want a bloodseker palanquin but lack the spot for another hero or need more mage support. This retains the wail of the damned for popping through the enemy mobs, but is instead more for boosting magic rather than vampires, as all wizards add a +1 for casting within 12&amp;quot; of this engine. It also has a once per game power to release another blast that deals MWs to those within range of it.&lt;br /&gt;
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===Other===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Grave-Guard.pdf Grave Guard]&#039;&#039;&#039;(Battleline with a &#039;&#039;&#039;Wight King&#039;&#039;&#039; General, 140 pts/10, max 30, {{AOSKeyword|Summonable}}): Essentially tougher skeletons with a full command group that enables them to charge at 6 or more. While they can&#039;t reinforce themselves in combat, they have the option between either a sword and shield (giving them a 4+ save) or a big sword with damage 2, and both weapons deal mortal wounds on a unmodified 6 (wound roll). Since they&#039;re still summonable, you can make them a bit more reliable as a bunker against archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Sepulchral_Guard.pdf The Sepulchral Guard]&#039;&#039;&#039; (80 pts): The Shadespire warband. Though you have plenty of models, you&#039;re not going to get much out of them since most of the weapons lack any form of Rend and even a nat 6 to hit just deals an additional hit. Really, they&#039;re just a more easily maintained pack of skeletons that can&#039;t be summoned. As long as the leader remains, he can raise d3 of his boys each hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Black_Knights.pdf Black Knights]&#039;&#039;&#039;(Battleline in &#039;&#039;&#039;Legion of Blood&#039;&#039;&#039;, 120 pts/5, max 30, {{AOSKeyword|Summonable}}). Your skeletal cavalry, equipped with a full command group and 0 rend weapons. Fortunately, they can deal mortal wounds on the charge, which is what they&#039;ll rely on to make the most out of their attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart.pdf Corpse Cart with Unholy Lodestone]&#039;&#039;&#039; (80 pts): A mobile support unit for your necromancers and goons. All of your wizards add +1 to their casting rolls for being &#039;&#039;&#039;wholly&#039;&#039;&#039; within 12&amp;quot; of this cart, which you&#039;ll need because your army depends on those spells. Your zombies also pick up a 6+ save for being within 12&amp;quot; of the cart, the which you&#039;ll probably not be needing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart_Balefire_Brazier.pdf Corpse Cart with Balefire Braizer]&#039;&#039;&#039; (80 pts): While the Unholy Lodestone makes the cart into a support unit, this is more of a debuff unit. Enemy wizards suffer a -1 to casting for being within 18&amp;quot; of this fiend, and enemies within 9&amp;quot; of this cart suffer -1 to wound in melee - not much against dedicated bruisers, but it can be annoying for otherwise normal foot soldiers like Freeguild.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Fell_Bats.pdf Fell Bats]&#039;&#039;&#039; (75 pts/3, max 9, {{AOSKeyword|Summonable}}): Roving irritants and screens. They&#039;re about as flimsy as zombies with their only redeeming factor being their mobility. Not only can they fly, but they can also retreat and charge at the same turn, making them annoying to catch in a crowded space. Launch a kamikaze attack with them on this big Lumineth archers bunker to have them lose one precious shooting phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vargheists.pdf Vargheists]&#039;&#039;&#039; (Battleline in &#039;&#039;&#039;Legion of Night&#039;&#039;&#039;, 155 pts/3, max 9): Some furious monsters that come with -1 Rend so they can at least rip through armor and focus more upon overwhelming enemies with their swings. However, they&#039;re glass cannons with only a 5+ save to protect them. Fortunately, you can throw them in reserves and then drop them at a later turn, primed and ready to lash out at whatever they come across.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Blood_Knights.pdf Blood Knights]&#039;&#039;&#039;(Battleline in &#039;&#039;&#039;Kastelai Dynasty&#039;&#039;&#039;, 195 pts/5, max 15): The moment we&#039;ve all been waiting for; Blood Knights, bane of The world-that-was, are reborn in fabulous plastic! Some of the most iconic heavy calvary since Bretonnia got squatted, these guys are both tough and hard hitting, with a 3+ save, 3 wounds and vampire kill/regen, accompanied by quality 3/3+/3+/-1/1 attacks that gets +1 damage on the charge, (along with their mounts trampling, but those rarely amount to much in the long run). They can also go over units in their movement phase, if they start within 3&amp;quot; of one and only over those with 3 or less wounds and without mounts (so for example, Orruk Brutes are game but Kavalos Deathriders aren&#039;t) and deal d3 mortal wounds on a 2+ if they do. They are expensive, but worth investing in if you need a good hammer. Special mention should go to Kastelai Blood Knights, who can outflank if set up in reserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Kosargi_Nitghtgaurd.pdf Kosargi Nightguard]&#039;&#039;&#039; (&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 80 pts/2, max 4):&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vagskyr.pdf Vargskyr]&#039;&#039;&#039; (&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 115 pts):&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vyrkos_Blood-Born.pdf Vyrkos Blood-Born]&#039;&#039;&#039; (&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 125pts/3, max 5):&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
They didn&#039;t even try this time around, just 4 battalions and one mega battalion. Not even special Battalions for each Bloodline. It&#039;s pretty clear why they&#039;re so lackluster now that 3.0 rules are out: Warscroll Battalions are no longer allowed in matched play. Sucks, but at least you&#039;re not really losing anything important, unlike your flesh-eater cousins.&lt;br /&gt;
&lt;br /&gt;
===Red Banquetters===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2+ each of Vampire Lords and Blood knights, plus either a Coven Throne or Bloodseeker Palanquin (100 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Blood is the Life&#039;&#039;&#039;: Units here regain D3 wounds per hero phase.&lt;br /&gt;
&lt;br /&gt;
===Deathstench Drove===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Corpse Carts, and 2 each Deadwalker Zombies and Direwolves (100pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus of Malevolence&#039;&#039;&#039;: Any of the battalion&#039;s units wholly within 12&amp;quot; of a corpse cart get an extra attack with their melee weapons.&lt;br /&gt;
===Deathmarch===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Wight King, 1-3 Grave Guard, 1-3 Black Knights, and 2+ Deathrattle Skeletons (120 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March of the Dead&#039;&#039;&#039;: The Wight King chooses 3 units wholly within 12&amp;quot; from this battalion to gain 3&amp;quot; movement.&lt;br /&gt;
===Fellwing Flock===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-3 Vargheists, and 2-3 Fell Bats (80 Pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swooping Predators&#039;&#039;&#039;: Battalion units get +1 to hit rolls on a turn they charged.&lt;br /&gt;
&lt;br /&gt;
===Legion of Shyish===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Generic all Battalions 1x Red Banqueters, 1x Deathmarch, 1x Fellwing Flock, 1x Deathstench Drove (60 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horror Unending&#039;&#039;&#039;: No longer required to roll a d3 for Deathly Invocation will always be 3.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
Given its contents, and depending on the bloodlines that you are going to play, Start Collecting! Flesh-Eater Counts is once again one of the best products [[GeeDubs]] has to offer. Get as many as you need or want for you Battleline Zombie Dragons, Terrorgheists or Vhargheists. While you can&#039;t use the ghouls, they have the same base size as zombies, and look zombie-ish...&lt;br /&gt;
&lt;br /&gt;
At the moment of writing this, if your local store still has a Start Collecting! Skeleton Horde, or an even rarer Battleforce with them, you can grab them and get you Mortarch of choice (but can&#039;t use Arkhan, as he is not part of the army roster) while getting extra Black Knights and Skellies, who also happen to be Battleline choices. Alternatively, if you can find a Start Collecting! Malignants box, you can build your choice of Bloodseeker Palanquin, Coven Throne or Mortis Engine, as well as some Black Knights; you won&#039;t be able to use the Spirit Hosts in the army though, unless you take them as Nighthaunt allies, or use them for kitbashing parts.&lt;br /&gt;
&lt;br /&gt;
Some early purchases to consider:&lt;br /&gt;
*Some good endless spells are invaluable, especially in a faction with as much magic as SBGL, and a Horrorghast stacks nicely with Reanimated Horrors for a decent, cheap leadership bomb of -3 to 4. Lauchon the Soulseeker is another excellent choice as you don&#039;t mind losing a single zombie or skeleton but LOVE the free movement.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Drogg Fort-Kicka&#039;&#039;&#039;: The Mega-Gargant allocated as an ally for &#039;&#039;&#039;DEATH&#039;&#039;&#039; armies, he&#039;s a big smashy monster with the extra ability to deal out some easy mortal wounds to a bigger unit, and most importantly, the ability to destroy terrain. This includes faction terrain, so send him after that lumineth waterfall and the wizard sitting on it, the priest standing on an altar of blood, or knock a ghoul king off his throne.&lt;br /&gt;
**525 is a high cost for an allied monster, though it does make for a good fluffy choice in the monster heavy Avengorii Dynasty. &lt;br /&gt;
*&#039;&#039;&#039;Nighthaunt&#039;&#039;&#039;: Sadly, since they rely on &#039;summonable&#039;, and most of your abilities are specifically SOULBLIGHT summonable...not actually a good deal. Still, they have some very nice units...&lt;br /&gt;
*&#039;&#039;&#039;Flesh Eater Courts&#039;&#039;&#039;: You share units, they have some nice ghouls that in a pinch can &#039;counts as&#039; zombies, and they have a powerful wizard AND a spell that buffs the heck out of them? A very nice choice.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24501</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24501"/>
		<updated>2021-09-24T10:00:50Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to send a chill down your opponent&#039;s spine, for this is no time to be humerus.  Nagash is rising, and he has a bone to pick with the Mortal Realms!&lt;br /&gt;
&lt;br /&gt;
==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]].  Not just bravery 10, the Bonereapers do not take battleshock tests.  They have no guts, but they&#039;re braver than everyone else.&lt;br /&gt;
* Excellent at debuffing their enemies in various ways, especially their bravery (spells, Morghasts...)&lt;br /&gt;
* Conversely, they have numerous ways to buff themselves. &lt;br /&gt;
* Very durable, and various ways to boost that to the point of being arguably the most durable army in the game. &lt;br /&gt;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&lt;br /&gt;
* Point-for-point, they have some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  Things that screw with CP won&#039;t work on them.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that isn&#039;t reliant on Heroes.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are also HEKATOS, so they can function completely independently.&lt;br /&gt;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&lt;br /&gt;
* Almost everything is 3+ to hit, with various ways to boost it.&lt;br /&gt;
* With the Crematorians Bonereaper Legion, your guys can take enemies down with them when/if they&#039;re slain - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Numerous characters and a unit that can heal anything in your army - including themselves - or bring back dead models.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow.  As a result, shooting armies can really hurt Bonereapers (especially the Kharadron Overlords), though there are a few ways to take the sting off.&lt;br /&gt;
* Shooting is almost non-existent.  Apart from the amazing Mortek Crawler, you only have the Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* Bonereapers got the short end of the stick with command abilities.  The can&#039;t use the generic Corebook Command Abilities and while their army-specific CAs are good, they can&#039;t stack them anymore.  &lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, but still relies a lot on the dice.  &lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&lt;br /&gt;
* No allies apart from the Mega-Gargant Drogg; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&lt;br /&gt;
* Hope you like bone puns.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Mediocre.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos if including Bonereaper Legion weapons, otherwise it&#039;s the best unless you have a very specific playstyle in mind.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls and cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: 30 points, Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: 20 points, Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into Death, so do with that as you will. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: 40 points, Your standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
For awhile the best Legion was Petrifex Elite, by far.  But due to Petrifex spam and the resulting complaints GW jumped them with something even they couldn&#039;t take - the nerf-bat.  Oh, the old gray Petrifex, it ain&#039;t what it used to be... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit Wholly within 6&amp;quot; of a HEKATOS or Wholly 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: As of the new FAQ: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
Makes your entire army (including Nagash) mostly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.  Pre-nerf it added +1 to everyone&#039;s armor save and was THE choice of Bonereaper Legion.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos.  One of the best choices, but if your meta is very magic heavy this is clearly the best.  Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent in and of itself, but very situational and the worst choice crunch-wise compared to the others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
The TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for your skeleton suicide bombers.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to boost Katakros&#039; movement to 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (975pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader - practically an auto-take if you want a Liege-Kavalos in Mortis Praetorians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a HOT GARBAGE Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Your only generic hero way to heal units in the hero phase, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (180pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (180pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (190pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne.&lt;br /&gt;
** Following the Petrifex nerf, these guys just got a bit more viable.  They mesh well with quite a few Legions (the Archai save against spells compliments Null Myriad spell nullifying, the Harbingers compliment the Stalliarch rules - and they&#039;re probably our best unit against the Kharadron Overlords and more).&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is another source of precious calcium/healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made.  In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Vokmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost.  As for which Legion, following the nerfing of Petrifex in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
&lt;br /&gt;
A Petrifex-aligned Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound, ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege and a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 4+/6+/4+ save, which is equal to about a 13.88% (or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save.&lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the specific legion artefact. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and RDP, plus an Endless Spell or two.&lt;br /&gt;
&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. The army formerly known as Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
There is... one... however...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23921</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23921"/>
		<updated>2021-09-24T09:35:39Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Named Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
&lt;br /&gt;
==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
*Our army-specific Endless spells have cool models.&lt;br /&gt;
*Stupidly easy to paint. Just prime them white and apply some pale shades of greens or blues to give them a [[spook]]y appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Our army-specific Endless Spells suck crunch-wise, either being overcosted for what they do or too unreliable.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Not all of them are good, though, and a third of them are exclusive to the Soul Wars box. If you want to play with them, either find a friend to split the box with, buy the heroes or sell the Stormcast on eBay, or be prepared to start a Stormcast Army too.&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; you&#039;re going to need that 6+ FNP, since that&#039;s almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you will either love or hate the Nighthaunt range.&lt;br /&gt;
* They are very bad to transport.  Many Nighthaunt models are made with a single small connecting point to the base along with parts that stick out like small bits and weapons.  Take a leaf from Sylvaneth (hehe) when it comes to transporting your army anywhere, lest you snap your precious models and doom yourself with trying to superglue a 2mm surface together. &lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means very little.&lt;br /&gt;
*As of 3rd edition (before a potential tome), Nighthaunt cannot benefit from the command ability All Out Defense, so you are missing out on an important command ability that can assist in your paper (or sheet?) thin ghosts enduring big attacks.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Nighthaunt |points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e2513c4c.pdf Nighthaunt Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6. Given how fragile a lot of your units are, this is a godsend.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Processions&amp;lt;/span&amp;gt;===&lt;br /&gt;
We got subfactions! You don&#039;t have to just say your army is &amp;quot;nighthaunt&amp;quot; anymore. With the removal of warscroll battalions in matched play, these are how you will be defining how your army plays. Like many subfactions in different army, the first relic and command trait must be allocated to your army, before you use any others from either our tome or the universal options.&lt;br /&gt;
====The Emerald Host====&lt;br /&gt;
*Ability: &#039;&#039;&#039;The Emerald Curse&#039;&#039;&#039; After armies are set up but before the first battle round begins, you can pick one enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. For the duration of the battle, subract 1 from save rolls for attacks that target that &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Knights of Regret&#039;&#039;&#039; Add 1 to the attacks characteristic of melee weapons used by friendly &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units that made a charge move this turn. In addition, roll a dice before you allocate a wound or mortal wound to your general if they are within 3&amp;quot; of any &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units. On a 2+, you must allocate that wound or mortal wound to one of those units instead. &lt;br /&gt;
*Command Trait: &#039;&#039;&#039;Lord of the Host&#039;&#039;&#039; Once per battle, you can use the command ability on this general&#039;s warscroll without a command point being spent (if the general does not have a command ability on their warscroll, ignore this effect).&lt;br /&gt;
*Relic: &#039;&#039;&#039;The Traitor Knight&#039;s Blade&#039;&#039;&#039; Add 1 to the attacks characteristic of the bearer&#039;s Sword of Stolen Hours&lt;br /&gt;
&lt;br /&gt;
This behaves like the White Dwarf Battalion of the same name, with the ability to pass off wounds to hexwraiths on a 2+ is simply incredible! Taking Olynder as your general can let you give the relic to a beater like the KOSOES, and have her have her horse host escort our lady down the battlefield, giving away mortal wounds like GW gives us space marines.&lt;br /&gt;
&lt;br /&gt;
====Reikenor&#039;s Condemned====&lt;br /&gt;
*Ability: &#039;&#039;&#039;Unrelenting Taskmasters&#039;&#039;&#039; You can re-roll failed hit rolls for attacks made by friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; units while they are wholly within 15&amp;quot; of any friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED SPIRIT TORMENTS&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINGHASTS&#039;&#039;&#039;. In addition, each time a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit is affected by the Spectral Lure or Temporal Translocation spell cast by a &#039;&#039;&#039;GUARDIAN OF SOULS&#039;&#039;&#039;, you can return D6 slain models to that unit (in addition to any models returned to the unit by the Spectral Lure spell.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Acolyte of the Grimhailer&#039;&#039;&#039; If &#039;&#039;&#039;REIKENOR THE GRIMHAILER&#039;&#039;&#039; is included in your army, he is treated as a general in addition to the model that is chosen to be the army general&lt;br /&gt;
*Command Ability: &#039;&#039;&#039;Death Comes Swiftly&#039;&#039;&#039; You can use this command ability at the start of the movement phase. If you do, pick 1 friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit wholly within 12 of a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED HERO&#039;&#039;&#039; or 18&amp;quot; of a &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GENERAL&#039;&#039;&#039;. Add 6&amp;quot; to that unit&#039;s Move characteristic until the end of that phase.&lt;br /&gt;
*Relic &#039;&#039;&#039;Corpse Candle&#039;&#039;&#039; In your hero phase, before this model attempts to cast a spell, you can say that it will snuff out a corpse  candle. If you do so, pick either this model or an enemy model within 12&amp;quot; of this model. That model suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the casting roll; if the mortal wound was suffered by this model, add 3 to the casting roll. If the bearer snuffs out the candle in the combat phase, pick the bearer or an enemy model within 12&amp;quot;. The model you picked suffers 1 mortal wound. If you picked an enemy model, add 1 to hit rolls for attacks made by the bearer in that phase; if the mortal wound was suffered by the bearer, add 1 to the hit and wound rolls made by the bearer in that phase. &lt;br /&gt;
&lt;br /&gt;
This is the one for buffing up a double-reinforced unit of Chainrasp Hordes, as with All Out Attack, they can have 3(rerolling fails)/3/-/1, which is pretty good for our friendly neighborhood tortured souls. Continue to ignore the Glaivewraith Stalkers, as after a few years, they still are unusable. On top of being able to have 2 generals, you are set for a decent horde army that can pop up wherever you want.&lt;br /&gt;
&lt;br /&gt;
Also worth mentioning that this procession doesn&#039;t have a command trait you have to take, so you can take the beloved &#039;&#039;&#039;Ruler of the Spirit Hosts&#039;&#039;&#039; command trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash unless for some reason you&#039;re using one of the more subpar heroes.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. Good on a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he get&#039;s a 6.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic. Not bad on a Knight of Shrouds on mount, since it give&#039;s him a nice flat 3 Damage. If you&#039;re taking the Nighthaunt battalion which gives him an extra attack, consider it.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; In melee, the owner&#039;s Deathless Spirits save works on a 5+ (normal wounds only).&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Grimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; At the start of each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units, plus it goes off before anyone attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit fights at the end of the combat phase. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Great for changing the odds on a unit&#039;s survival and complicating your opponent&#039;s targeting decisions.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds. &#039;&#039;Mediocre use of a spell slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. The issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;, although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time.  Pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 20 points, it&#039;s worth tossing in if you have a few points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 50 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; (215pts) First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot; - but only if she&#039;s your general.  If you&#039;re looking for a support general it&#039;s a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn&#039;t use a command point. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the mounted Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability.  She&#039;s only just the squishiest Mortarch after Arkhan (healing 2 wounds each time he kills something in combat, potential Ossiarch Legion keyword buffs and rocking a 3 wound auto-heal per turn), Katakros (rocking a combined 20 wounds, superior save and the option to auto-heal 3 wounds on himself a turn), Neferata (superior CC healing to Arkhan and Mannfred, her immune to rend spell and her 1- hit debuff aura) and Mannfred (healing D3 wounds a turn if he kills anything in CC and negating the first wound or mortal wound he suffers in each phase).  &lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one grieving.&lt;br /&gt;
**A more viable strategy involving the pale lady now exists via the new Battalion from the White Dwarf. Taking her as your general can help keep her alive thanks to the body guard battalion, which lets her stand around on the field and fight without getting wasted instantly. Plus, her command ability lets you regenerate those Hexwraith body guards, and her spell helps with their subpar accuracy.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; (180pts) The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; (165pts) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
** Since you no longer have the option to ally in Arkhan outside of a Grand Alliance: Death army, and Arkhan no longer gains the spells of nearby &#039;&#039;&#039;DEATH&#039;&#039;&#039; wizards, Reikenor is definitely your go-go caster for Nighthaunt.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039;  (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units WHOLLY within 12&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
**With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn&#039;t cranking out the MWs like he used to. Plus, with the new book, there&#039;s not a lot of units that necessarily need that bonus, or can actually fit with his 12&amp;quot; aura, thanks to the accursed Wholly Within change. Plus, he&#039;s only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039;  (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that&#039;s coming from the underworld.&lt;br /&gt;
*Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039;  (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it.&lt;br /&gt;
**As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he&#039;ll get a release with a new book. But for now, he&#039;s strictly narrative only.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039;  (115pts) The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase (this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentially 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
**However, do consider what you&#039;re actually getting here for 115 points; you get some decent, but conditional, regeneration, and a re-roll 1&#039;s aura that you can just pay a command point to get anyways. This guy will be frustratingly useless if you can&#039;t kill those 3 models per turn, and is most likely best suited to be paired with a unit of Bladegheists, who get to re-roll ALL hits instead of just 1&#039;s. Otherwise, stick him with your Dreadscythes or Chainrasps, as they have the most to gain.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039;  (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
*What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039;  (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
**with the expansion of generic command ability. They can reliably deal them out at any time.&lt;br /&gt;
** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039;  (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn&#039;t completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2&amp;quot; range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they&#039;re charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much.&lt;br /&gt;
** Another neat trick with the Cairn Wraith has to do with his Frightful Touch ability; If you have a spare artifact with no where to go, toss him the Shadows Edge. Now, every time you roll a 6 to hit, this dude is popping off 2+d3 MW. While not exactly reliable, this will suddenly make a Character most people ignore suddenly far scarier. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039;  (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 10&#039; range on her scream, she can deepstrike in and still fire off a scream; while this is less effective against Death and Celestial Seraphon, this is still a great way to throw some wounds at the enemy with a lucky roll. This can also be especially deadly if you roll high against a misplaced Skaven or Goblin hero. Defensively, she is a nice way to add some punch to what may normally be a lack luster combat unit like Chainrasps or Spirit Hosts. Simply placing her behind them, and firing off your scream can chip away even at the mighty Stormcast or Chaos Warriors. &lt;br /&gt;
**is a great choice when facing Skaven, Grots, Khorne, Warclans or Cities of Sigmar. And she should be heavily considered if your running bravery reducing endless spells. Her mobility and scream power is not to be ignored.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:&#039;&#039;&#039; (120pts) New Nighthaunt hero.  They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend, he upgrades the Deathless Spirits save of units wholly whithin 12&amp;quot; to 5+ (side note, like the Daughters of Khaine ability, he only upgrades the normal 6+ to a 5+ for NORMAL WOUNDS, not MORTALS (side side note, recently FAQ&#039;d so this does affect mortal wounds) if he manages to inflict a wound with it and it is not negated. Kinda boring, not too impactful and his attack is only 12&amp;quot; so the added resilience only works if you are already close to combat.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 125pts, Min:3). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt&#039;s ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you&#039;re investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you&#039;re respawning them, as well as using their 4+ effectively. Also, don&#039;t forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 95pts, Min:10) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren&#039;t on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn.&lt;br /&gt;
**When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you&#039;re going for a bit more of an offensive bent to them, using them in 20 with a buffing hero can see them do a bit of damage. A unit of 30 can really clog up the board and reliably take regeneration, your over units flying over the chainrasp fence to strike when an opportunity arises.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 155, Min:10)  Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline. Hordes beware.&lt;br /&gt;
**These guys have gotten into a weird position; in LoN and LoG, they&#039;re undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 150pts, Min:5) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach.&lt;br /&gt;
**In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that&#039;s also there to take wounds for your boss.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, these guys are slightly cheaper then everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability.&lt;br /&gt;
**Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren&#039;t battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;   (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 with healers or not at all. &lt;br /&gt;
**These ladies can kill; that&#039;s for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they&#039;re either in Spirit Torment, KoS or any other re-roll or hit modifier range.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:2) Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they extend his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability by also emitting it. In melee, their scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 190pts, Min:10) With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 160pts, Min:10) They apply -1 to hit against enemy units within 3&amp;quot; of them unless they have a Bravery of 6 or more (remember Nighthaunt Allegiance decrease it by 1, so even units with 6 bravery fall within this range). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. &lt;br /&gt;
**With the current GHB 2020, these gals have gone down to 70 points, taking the spot for one of the cheapest damage dealer units in the book. For a mere 260 points for 20, when compared to the Bladegheists and Grimghasts 320, these ghoulies are nearly 60 points cheaper at max size. And what your getting for that 70 points is frankly, awesome. Deeply consider taking these as your cheap damage dealers, or part of the shrieker host battalion, since their bang for their buck is absurdly cost effective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 0pts) The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battle round roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle.&lt;br /&gt;
*#&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
*#&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
*#&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
*#&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
*#&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
** While it&#039;s a bit of a mixed bag, the mix is all things that you want and your opponent doesn&#039;t want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts.&lt;br /&gt;
** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through it&#039;s scythe. But once you get that second or third level, it&#039;s time to let this bad boy fly into the enemy and help finish off lightly wounded units. It&#039;s also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat.  Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by putting him within 12&amp;quot; of your general for that sweet 6+ Deathless save.  In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it&#039;s an unmodified hit roll, so a Knight of Shrouds on foot won&#039;t affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies and rules to play with, so he has a place in your lists.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
**The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and in third edition, he&#039;s a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws. He can&#039;t finish off whole units anymore on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.&lt;br /&gt;
**It&#039;s worth noting that he is currently the only Monster available to us right now and therefore the only model that has access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks.  Also, the Stomp and Titanic Duel can up his damage output even further, so he&#039;s definitely got a place on the front lines.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039; The Guardian of Souls can bring back D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost mandatory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul&#039;s spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that&#039;s good at magic, or has good ways at stopping magic, then congratulations, you just spent a bunch of points on an artefact and a CP.&lt;br /&gt;
&lt;br /&gt;
===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chainghasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes Chainrasps 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. &lt;br /&gt;
* First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an &amp;quot;upgrade&amp;quot; rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Spirit Torment and Chaingheists a formidable buff to their range. Another good thing to note is, that just like the Bladegheist rule, you don&#039;t actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it&#039;s entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys.&lt;br /&gt;
&lt;br /&gt;
===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039; After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
* How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glaivewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaivewraiths get better or cheaper, this battalion should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039; Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy.&lt;br /&gt;
* Funny enough, after the discount, it&#039;s entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun.&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
&lt;br /&gt;
===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039; Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. His job will be to tarpit enemy heroes or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait.&lt;br /&gt;
&lt;br /&gt;
===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039; Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
&lt;br /&gt;
Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
&lt;br /&gt;
===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzied Fervour:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
&lt;br /&gt;
This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Scions===&lt;br /&gt;
(440 pt.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gharest Malcor, the Traitor Knight:&#039;&#039;&#039; Add one to the attacks characteristic of the Knight of Shroud&#039;s Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent.&lt;br /&gt;
&lt;br /&gt;
===The Dolorous Guard===&lt;br /&gt;
(400 pt. min. - 2360 pt. max)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-4 units of Hexwraiths&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of Regret:&#039;&#039;&#039; Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3&amp;quot; of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
&lt;br /&gt;
===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does give is that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the (longer range) legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
&lt;br /&gt;
===The Emerald Host===&lt;br /&gt;
(900 pt. min.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; 1 The Forgotten Scions, 1+ The Dolorous Guard, and any number of The Condemned, Chainguard or Death Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Curse:&#039;&#039;&#039; After armies are set up, but before the first battle round, you can pick 1 enemy hero. Subtract 1 from save rolls for attacks that target that hero.&lt;br /&gt;
&lt;br /&gt;
Note that the way this ability is worded, you don&#039;t need to be part of the battalion to take advantage of this ability, so only take optional sub-battalions if you&#039;re trying to get a single drop army.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get another Soul Wars half. This gives you the 40 chainrasps you need as the core of most lists. Converting Glaivewraith Stalkers into Grimghasts is as easy as trimming the skulls and spikes and turning the blades 90 degrees. Run a Knight of Shrouds on Steed, two Guardians of Souls, two blocks of 20 Chainrasps, a unit of 10 Grimghasts, and the Chainguard battalion, and you have a decent list that&#039;s exactly 1k.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Since nearly the entire Nighthaunt range is easy-to-build, putting together a functional 2000pt list is fairly inexpensive and beginner-friendly. At this points value, you should be allying in a Vampire Lord for extra healing(give him the wings so he doesn&#039;t get left behind if your force has to jump a wall). Generally at this level you&#039;ll want to have a big, powerful deathstar of your chosen killer unit(Grimghasts, Bladegheists, or even Harridans) surrounding and buffed by your heroes(Spirit Torment, at least one Guardian of Souls, and Vampire Lord at a minimum) plus two blocks of 20 Chainrasps to hold terrain. Once you&#039;ve filled in those essentials, you&#039;ll still have a few hundred points to play around with - maybe add Lady Olynder for serious mortal wound output, maybe an endless spell and a unit of 12 Banshees to feed the endless spell to so you can boost their attacks. So many possibilities....&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal &amp;lt;i&amp;gt;(And the lack of a Deathless minion save)&amp;lt;/i&amp;gt; and more reliable self-healing.&lt;br /&gt;
&lt;br /&gt;
If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
&lt;br /&gt;
The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
&lt;br /&gt;
For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
&lt;br /&gt;
Honorable mentions should also go out to Morghast Harbingers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
&lt;br /&gt;
Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
&lt;br /&gt;
Lastly, as of his new (Ossiarch Bonereapers) warscroll, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that&#039;s guaranteed Spirit Hosts or a crapton of 1 wound models returned.  Of course, keep in mind that now the only way to have Arkhan or Morghasts in your army is with a Grand Alliance: Death army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23920</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
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		<updated>2021-09-24T09:35:01Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Named Characters */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
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Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
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==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
*Our army-specific Endless spells have cool models.&lt;br /&gt;
*Stupidly easy to paint. Just prime them white and apply some pale shades of greens or blues to give them a [[spook]]y appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Our army-specific Endless Spells suck crunch-wise, either being overcosted for what they do or too unreliable.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Not all of them are good, though, and a third of them are exclusive to the Soul Wars box. If you want to play with them, either find a friend to split the box with, buy the heroes or sell the Stormcast on eBay, or be prepared to start a Stormcast Army too.&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; you&#039;re going to need that 6+ FNP, since that&#039;s almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you will either love or hate the Nighthaunt range.&lt;br /&gt;
* They are very bad to transport.  Many Nighthaunt models are made with a single small connecting point to the base along with parts that stick out like small bits and weapons.  Take a leaf from Sylvaneth (hehe) when it comes to transporting your army anywhere, lest you snap your precious models and doom yourself with trying to superglue a 2mm surface together. &lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means very little.&lt;br /&gt;
*As of 3rd edition (before a potential tome), Nighthaunt cannot benefit from the command ability All Out Defense, so you are missing out on an important command ability that can assist in your paper (or sheet?) thin ghosts enduring big attacks.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Nighthaunt |points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e2513c4c.pdf Nighthaunt Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6. Given how fragile a lot of your units are, this is a godsend.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Processions&amp;lt;/span&amp;gt;===&lt;br /&gt;
We got subfactions! You don&#039;t have to just say your army is &amp;quot;nighthaunt&amp;quot; anymore. With the removal of warscroll battalions in matched play, these are how you will be defining how your army plays. Like many subfactions in different army, the first relic and command trait must be allocated to your army, before you use any others from either our tome or the universal options.&lt;br /&gt;
====The Emerald Host====&lt;br /&gt;
*Ability: &#039;&#039;&#039;The Emerald Curse&#039;&#039;&#039; After armies are set up but before the first battle round begins, you can pick one enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. For the duration of the battle, subract 1 from save rolls for attacks that target that &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Knights of Regret&#039;&#039;&#039; Add 1 to the attacks characteristic of melee weapons used by friendly &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units that made a charge move this turn. In addition, roll a dice before you allocate a wound or mortal wound to your general if they are within 3&amp;quot; of any &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units. On a 2+, you must allocate that wound or mortal wound to one of those units instead. &lt;br /&gt;
*Command Trait: &#039;&#039;&#039;Lord of the Host&#039;&#039;&#039; Once per battle, you can use the command ability on this general&#039;s warscroll without a command point being spent (if the general does not have a command ability on their warscroll, ignore this effect).&lt;br /&gt;
*Relic: &#039;&#039;&#039;The Traitor Knight&#039;s Blade&#039;&#039;&#039; Add 1 to the attacks characteristic of the bearer&#039;s Sword of Stolen Hours&lt;br /&gt;
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This behaves like the White Dwarf Battalion of the same name, with the ability to pass off wounds to hexwraiths on a 2+ is simply incredible! Taking Olynder as your general can let you give the relic to a beater like the KOSOES, and have her have her horse host escort our lady down the battlefield, giving away mortal wounds like GW gives us space marines.&lt;br /&gt;
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====Reikenor&#039;s Condemned====&lt;br /&gt;
*Ability: &#039;&#039;&#039;Unrelenting Taskmasters&#039;&#039;&#039; You can re-roll failed hit rolls for attacks made by friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; units while they are wholly within 15&amp;quot; of any friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED SPIRIT TORMENTS&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINGHASTS&#039;&#039;&#039;. In addition, each time a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit is affected by the Spectral Lure or Temporal Translocation spell cast by a &#039;&#039;&#039;GUARDIAN OF SOULS&#039;&#039;&#039;, you can return D6 slain models to that unit (in addition to any models returned to the unit by the Spectral Lure spell.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Acolyte of the Grimhailer&#039;&#039;&#039; If &#039;&#039;&#039;REIKENOR THE GRIMHAILER&#039;&#039;&#039; is included in your army, he is treated as a general in addition to the model that is chosen to be the army general&lt;br /&gt;
*Command Ability: &#039;&#039;&#039;Death Comes Swiftly&#039;&#039;&#039; You can use this command ability at the start of the movement phase. If you do, pick 1 friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit wholly within 12 of a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED HERO&#039;&#039;&#039; or 18&amp;quot; of a &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GENERAL&#039;&#039;&#039;. Add 6&amp;quot; to that unit&#039;s Move characteristic until the end of that phase.&lt;br /&gt;
*Relic &#039;&#039;&#039;Corpse Candle&#039;&#039;&#039; In your hero phase, before this model attempts to cast a spell, you can say that it will snuff out a corpse  candle. If you do so, pick either this model or an enemy model within 12&amp;quot; of this model. That model suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the casting roll; if the mortal wound was suffered by this model, add 3 to the casting roll. If the bearer snuffs out the candle in the combat phase, pick the bearer or an enemy model within 12&amp;quot;. The model you picked suffers 1 mortal wound. If you picked an enemy model, add 1 to hit rolls for attacks made by the bearer in that phase; if the mortal wound was suffered by the bearer, add 1 to the hit and wound rolls made by the bearer in that phase. &lt;br /&gt;
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This is the one for buffing up a double-reinforced unit of Chainrasp Hordes, as with All Out Attack, they can have 3(rerolling fails)/3/-/1, which is pretty good for our friendly neighborhood tortured souls. Continue to ignore the Glaivewraith Stalkers, as after a few years, they still are unusable. On top of being able to have 2 generals, you are set for a decent horde army that can pop up wherever you want.&lt;br /&gt;
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Also worth mentioning that this procession doesn&#039;t have a command trait you have to take, so you can take the beloved &#039;&#039;&#039;Ruler of the Spirit Hosts&#039;&#039;&#039; command trait.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash unless for some reason you&#039;re using one of the more subpar heroes.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. Good on a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he get&#039;s a 6.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic. Not bad on a Knight of Shrouds on mount, since it give&#039;s him a nice flat 3 Damage. If you&#039;re taking the Nighthaunt battalion which gives him an extra attack, consider it.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; In melee, the owner&#039;s Deathless Spirits save works on a 5+ (normal wounds only).&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Grimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; At the start of each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units, plus it goes off before anyone attacks.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit fights at the end of the combat phase. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Great for changing the odds on a unit&#039;s survival and complicating your opponent&#039;s targeting decisions.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds. &#039;&#039;Mediocre use of a spell slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. The issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;, although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time.  Pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 20 points, it&#039;s worth tossing in if you have a few points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 50 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; (215pts) First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot; - but only if she&#039;s your general.  If you&#039;re looking for a support general it&#039;s a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn&#039;t use a command point. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the mounted Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability.  She&#039;s only just the squishiest Mortarch after Arkhan (healing 2 wounds each time he kills something in combat, potential Ossiarch Legion keyword buffs and rocking a 3 wound auto-heal per turn), Katakros (rocking a combined 20 wounds, superior save and the option to auto-heal 3 wounds on himself a turn), Neferata (superior CC healing to Arkhan and Mannfred, her immune to rend spell and her 1- hit debuff aura) and Mannfred (healing D3 wounds a turn if he kills anything in CC and negating the first wound or mortal wound he suffers in each phase).  &lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one grieving.&lt;br /&gt;
**A more viable strategy involving the pale lady now exists via the new Battalion from the White Dwarf. Taking her as your general can help keep her alive thanks to the body guard battalion, which lets her stand around on the field and fight without getting wasted instantly. Plus, her command ability lets you regenerate those Hexwraith body guards, and her spell helps with their subpar accuracy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; (180pts) The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; (165pts) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
** Since you no longer have the option to ally in Arkhan outside of a Grand Alliance: Death army, and Arkhan no longer gains the spells of nearby wizards, Reikenor is definitely your go-go caster for Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039;  (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units WHOLLY within 12&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
**With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn&#039;t cranking out the MWs like he used to. Plus, with the new book, there&#039;s not a lot of units that necessarily need that bonus, or can actually fit with his 12&amp;quot; aura, thanks to the accursed Wholly Within change. Plus, he&#039;s only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039;  (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that&#039;s coming from the underworld.&lt;br /&gt;
*Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039;  (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it.&lt;br /&gt;
**As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he&#039;ll get a release with a new book. But for now, he&#039;s strictly narrative only.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039;  (115pts) The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase (this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentially 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
**However, do consider what you&#039;re actually getting here for 115 points; you get some decent, but conditional, regeneration, and a re-roll 1&#039;s aura that you can just pay a command point to get anyways. This guy will be frustratingly useless if you can&#039;t kill those 3 models per turn, and is most likely best suited to be paired with a unit of Bladegheists, who get to re-roll ALL hits instead of just 1&#039;s. Otherwise, stick him with your Dreadscythes or Chainrasps, as they have the most to gain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039;  (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
*What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039;  (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
**with the expansion of generic command ability. They can reliably deal them out at any time.&lt;br /&gt;
** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039;  (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn&#039;t completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2&amp;quot; range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they&#039;re charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much.&lt;br /&gt;
** Another neat trick with the Cairn Wraith has to do with his Frightful Touch ability; If you have a spare artifact with no where to go, toss him the Shadows Edge. Now, every time you roll a 6 to hit, this dude is popping off 2+d3 MW. While not exactly reliable, this will suddenly make a Character most people ignore suddenly far scarier. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039;  (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 10&#039; range on her scream, she can deepstrike in and still fire off a scream; while this is less effective against Death and Celestial Seraphon, this is still a great way to throw some wounds at the enemy with a lucky roll. This can also be especially deadly if you roll high against a misplaced Skaven or Goblin hero. Defensively, she is a nice way to add some punch to what may normally be a lack luster combat unit like Chainrasps or Spirit Hosts. Simply placing her behind them, and firing off your scream can chip away even at the mighty Stormcast or Chaos Warriors. &lt;br /&gt;
**is a great choice when facing Skaven, Grots, Khorne, Warclans or Cities of Sigmar. And she should be heavily considered if your running bravery reducing endless spells. Her mobility and scream power is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:&#039;&#039;&#039; (120pts) New Nighthaunt hero.  They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend, he upgrades the Deathless Spirits save of units wholly whithin 12&amp;quot; to 5+ (side note, like the Daughters of Khaine ability, he only upgrades the normal 6+ to a 5+ for NORMAL WOUNDS, not MORTALS (side side note, recently FAQ&#039;d so this does affect mortal wounds) if he manages to inflict a wound with it and it is not negated. Kinda boring, not too impactful and his attack is only 12&amp;quot; so the added resilience only works if you are already close to combat.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 125pts, Min:3). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt&#039;s ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you&#039;re investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you&#039;re respawning them, as well as using their 4+ effectively. Also, don&#039;t forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 95pts, Min:10) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren&#039;t on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn.&lt;br /&gt;
**When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you&#039;re going for a bit more of an offensive bent to them, using them in 20 with a buffing hero can see them do a bit of damage. A unit of 30 can really clog up the board and reliably take regeneration, your over units flying over the chainrasp fence to strike when an opportunity arises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 155, Min:10)  Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline. Hordes beware.&lt;br /&gt;
**These guys have gotten into a weird position; in LoN and LoG, they&#039;re undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 150pts, Min:5) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach.&lt;br /&gt;
**In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that&#039;s also there to take wounds for your boss.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, these guys are slightly cheaper then everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability.&lt;br /&gt;
**Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren&#039;t battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;   (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 with healers or not at all. &lt;br /&gt;
**These ladies can kill; that&#039;s for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they&#039;re either in Spirit Torment, KoS or any other re-roll or hit modifier range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:2) Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they extend his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability by also emitting it. In melee, their scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 190pts, Min:10) With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 160pts, Min:10) They apply -1 to hit against enemy units within 3&amp;quot; of them unless they have a Bravery of 6 or more (remember Nighthaunt Allegiance decrease it by 1, so even units with 6 bravery fall within this range). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. &lt;br /&gt;
**With the current GHB 2020, these gals have gone down to 70 points, taking the spot for one of the cheapest damage dealer units in the book. For a mere 260 points for 20, when compared to the Bladegheists and Grimghasts 320, these ghoulies are nearly 60 points cheaper at max size. And what your getting for that 70 points is frankly, awesome. Deeply consider taking these as your cheap damage dealers, or part of the shrieker host battalion, since their bang for their buck is absurdly cost effective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 0pts) The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battle round roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle.&lt;br /&gt;
*#&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
*#&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
*#&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
*#&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
*#&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
** While it&#039;s a bit of a mixed bag, the mix is all things that you want and your opponent doesn&#039;t want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts.&lt;br /&gt;
** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through it&#039;s scythe. But once you get that second or third level, it&#039;s time to let this bad boy fly into the enemy and help finish off lightly wounded units. It&#039;s also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat.  Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by putting him within 12&amp;quot; of your general for that sweet 6+ Deathless save.  In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it&#039;s an unmodified hit roll, so a Knight of Shrouds on foot won&#039;t affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies and rules to play with, so he has a place in your lists.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
**The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and in third edition, he&#039;s a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws. He can&#039;t finish off whole units anymore on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.&lt;br /&gt;
**It&#039;s worth noting that he is currently the only Monster available to us right now and therefore the only model that has access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks.  Also, the Stomp and Titanic Duel can up his damage output even further, so he&#039;s definitely got a place on the front lines.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039; The Guardian of Souls can bring back D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost mandatory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul&#039;s spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that&#039;s good at magic, or has good ways at stopping magic, then congratulations, you just spent a bunch of points on an artefact and a CP.&lt;br /&gt;
&lt;br /&gt;
===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chainghasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes Chainrasps 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. &lt;br /&gt;
* First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an &amp;quot;upgrade&amp;quot; rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Spirit Torment and Chaingheists a formidable buff to their range. Another good thing to note is, that just like the Bladegheist rule, you don&#039;t actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it&#039;s entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys.&lt;br /&gt;
&lt;br /&gt;
===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039; After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
* How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glaivewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaivewraiths get better or cheaper, this battalion should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039; Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy.&lt;br /&gt;
* Funny enough, after the discount, it&#039;s entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun.&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
&lt;br /&gt;
===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039; Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. His job will be to tarpit enemy heroes or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait.&lt;br /&gt;
&lt;br /&gt;
===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039; Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
&lt;br /&gt;
Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
&lt;br /&gt;
===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzied Fervour:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
&lt;br /&gt;
This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Scions===&lt;br /&gt;
(440 pt.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gharest Malcor, the Traitor Knight:&#039;&#039;&#039; Add one to the attacks characteristic of the Knight of Shroud&#039;s Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent.&lt;br /&gt;
&lt;br /&gt;
===The Dolorous Guard===&lt;br /&gt;
(400 pt. min. - 2360 pt. max)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-4 units of Hexwraiths&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of Regret:&#039;&#039;&#039; Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3&amp;quot; of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
&lt;br /&gt;
===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does give is that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the (longer range) legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
&lt;br /&gt;
===The Emerald Host===&lt;br /&gt;
(900 pt. min.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; 1 The Forgotten Scions, 1+ The Dolorous Guard, and any number of The Condemned, Chainguard or Death Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Curse:&#039;&#039;&#039; After armies are set up, but before the first battle round, you can pick 1 enemy hero. Subtract 1 from save rolls for attacks that target that hero.&lt;br /&gt;
&lt;br /&gt;
Note that the way this ability is worded, you don&#039;t need to be part of the battalion to take advantage of this ability, so only take optional sub-battalions if you&#039;re trying to get a single drop army.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get another Soul Wars half. This gives you the 40 chainrasps you need as the core of most lists. Converting Glaivewraith Stalkers into Grimghasts is as easy as trimming the skulls and spikes and turning the blades 90 degrees. Run a Knight of Shrouds on Steed, two Guardians of Souls, two blocks of 20 Chainrasps, a unit of 10 Grimghasts, and the Chainguard battalion, and you have a decent list that&#039;s exactly 1k.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Since nearly the entire Nighthaunt range is easy-to-build, putting together a functional 2000pt list is fairly inexpensive and beginner-friendly. At this points value, you should be allying in a Vampire Lord for extra healing(give him the wings so he doesn&#039;t get left behind if your force has to jump a wall). Generally at this level you&#039;ll want to have a big, powerful deathstar of your chosen killer unit(Grimghasts, Bladegheists, or even Harridans) surrounding and buffed by your heroes(Spirit Torment, at least one Guardian of Souls, and Vampire Lord at a minimum) plus two blocks of 20 Chainrasps to hold terrain. Once you&#039;ve filled in those essentials, you&#039;ll still have a few hundred points to play around with - maybe add Lady Olynder for serious mortal wound output, maybe an endless spell and a unit of 12 Banshees to feed the endless spell to so you can boost their attacks. So many possibilities....&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal &amp;lt;i&amp;gt;(And the lack of a Deathless minion save)&amp;lt;/i&amp;gt; and more reliable self-healing.&lt;br /&gt;
&lt;br /&gt;
If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
&lt;br /&gt;
The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
&lt;br /&gt;
For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
&lt;br /&gt;
Honorable mentions should also go out to Morghast Harbingers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
&lt;br /&gt;
Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
&lt;br /&gt;
Lastly, as of his new (Ossiarch Bonereapers) warscroll, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that&#039;s guaranteed Spirit Hosts or a crapton of 1 wound models returned.  Of course, keep in mind that now the only way to have Arkhan or Morghasts in your army is with a Grand Alliance: Death army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23919</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23919"/>
		<updated>2021-09-24T09:26:30Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Allied Armies */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
&lt;br /&gt;
==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
*Our army-specific Endless spells have cool models.&lt;br /&gt;
*Stupidly easy to paint. Just prime them white and apply some pale shades of greens or blues to give them a [[spook]]y appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Our army-specific Endless Spells suck crunch-wise, either being overcosted for what they do or too unreliable.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Not all of them are good, though, and a third of them are exclusive to the Soul Wars box. If you want to play with them, either find a friend to split the box with, buy the heroes or sell the Stormcast on eBay, or be prepared to start a Stormcast Army too.&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; you&#039;re going to need that 6+ FNP, since that&#039;s almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you will either love or hate the Nighthaunt range.&lt;br /&gt;
* They are very bad to transport.  Many Nighthaunt models are made with a single small connecting point to the base along with parts that stick out like small bits and weapons.  Take a leaf from Sylvaneth (hehe) when it comes to transporting your army anywhere, lest you snap your precious models and doom yourself with trying to superglue a 2mm surface together. &lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means very little.&lt;br /&gt;
*As of 3rd edition (before a potential tome), Nighthaunt cannot benefit from the command ability All Out Defense, so you are missing out on an important command ability that can assist in your paper (or sheet?) thin ghosts enduring big attacks.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Nighthaunt |points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e2513c4c.pdf Nighthaunt Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6. Given how fragile a lot of your units are, this is a godsend.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Processions&amp;lt;/span&amp;gt;===&lt;br /&gt;
We got subfactions! You don&#039;t have to just say your army is &amp;quot;nighthaunt&amp;quot; anymore. With the removal of warscroll battalions in matched play, these are how you will be defining how your army plays. Like many subfactions in different army, the first relic and command trait must be allocated to your army, before you use any others from either our tome or the universal options.&lt;br /&gt;
====The Emerald Host====&lt;br /&gt;
*Ability: &#039;&#039;&#039;The Emerald Curse&#039;&#039;&#039; After armies are set up but before the first battle round begins, you can pick one enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. For the duration of the battle, subract 1 from save rolls for attacks that target that &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Knights of Regret&#039;&#039;&#039; Add 1 to the attacks characteristic of melee weapons used by friendly &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units that made a charge move this turn. In addition, roll a dice before you allocate a wound or mortal wound to your general if they are within 3&amp;quot; of any &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units. On a 2+, you must allocate that wound or mortal wound to one of those units instead. &lt;br /&gt;
*Command Trait: &#039;&#039;&#039;Lord of the Host&#039;&#039;&#039; Once per battle, you can use the command ability on this general&#039;s warscroll without a command point being spent (if the general does not have a command ability on their warscroll, ignore this effect).&lt;br /&gt;
*Relic: &#039;&#039;&#039;The Traitor Knight&#039;s Blade&#039;&#039;&#039; Add 1 to the attacks characteristic of the bearer&#039;s Sword of Stolen Hours&lt;br /&gt;
&lt;br /&gt;
This behaves like the White Dwarf Battalion of the same name, with the ability to pass off wounds to hexwraiths on a 2+ is simply incredible! Taking Olynder as your general can let you give the relic to a beater like the KOSOES, and have her have her horse host escort our lady down the battlefield, giving away mortal wounds like GW gives us space marines.&lt;br /&gt;
&lt;br /&gt;
====Reikenor&#039;s Condemned====&lt;br /&gt;
*Ability: &#039;&#039;&#039;Unrelenting Taskmasters&#039;&#039;&#039; You can re-roll failed hit rolls for attacks made by friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; units while they are wholly within 15&amp;quot; of any friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED SPIRIT TORMENTS&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINGHASTS&#039;&#039;&#039;. In addition, each time a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit is affected by the Spectral Lure or Temporal Translocation spell cast by a &#039;&#039;&#039;GUARDIAN OF SOULS&#039;&#039;&#039;, you can return D6 slain models to that unit (in addition to any models returned to the unit by the Spectral Lure spell.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Acolyte of the Grimhailer&#039;&#039;&#039; If &#039;&#039;&#039;REIKENOR THE GRIMHAILER&#039;&#039;&#039; is included in your army, he is treated as a general in addition to the model that is chosen to be the army general&lt;br /&gt;
*Command Ability: &#039;&#039;&#039;Death Comes Swiftly&#039;&#039;&#039; You can use this command ability at the start of the movement phase. If you do, pick 1 friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit wholly within 12 of a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED HERO&#039;&#039;&#039; or 18&amp;quot; of a &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GENERAL&#039;&#039;&#039;. Add 6&amp;quot; to that unit&#039;s Move characteristic until the end of that phase.&lt;br /&gt;
*Relic &#039;&#039;&#039;Corpse Candle&#039;&#039;&#039; In your hero phase, before this model attempts to cast a spell, you can say that it will snuff out a corpse  candle. If you do so, pick either this model or an enemy model within 12&amp;quot; of this model. That model suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the casting roll; if the mortal wound was suffered by this model, add 3 to the casting roll. If the bearer snuffs out the candle in the combat phase, pick the bearer or an enemy model within 12&amp;quot;. The model you picked suffers 1 mortal wound. If you picked an enemy model, add 1 to hit rolls for attacks made by the bearer in that phase; if the mortal wound was suffered by the bearer, add 1 to the hit and wound rolls made by the bearer in that phase. &lt;br /&gt;
&lt;br /&gt;
This is the one for buffing up a double-reinforced unit of Chainrasp Hordes, as with All Out Attack, they can have 3(rerolling fails)/3/-/1, which is pretty good for our friendly neighborhood tortured souls. Continue to ignore the Glaivewraith Stalkers, as after a few years, they still are unusable. On top of being able to have 2 generals, you are set for a decent horde army that can pop up wherever you want.&lt;br /&gt;
&lt;br /&gt;
Also worth mentioning that this procession doesn&#039;t have a command trait you have to take, so you can take the beloved &#039;&#039;&#039;Ruler of the Spirit Hosts&#039;&#039;&#039; command trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash unless for some reason you&#039;re using one of the more subpar heroes.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. Good on a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he get&#039;s a 6.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic. Not bad on a Knight of Shrouds on mount, since it give&#039;s him a nice flat 3 Damage. If you&#039;re taking the Nighthaunt battalion which gives him an extra attack, consider it.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; In melee, the owner&#039;s Deathless Spirits save works on a 5+ (normal wounds only).&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Grimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; At the start of each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units, plus it goes off before anyone attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit fights at the end of the combat phase. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Great for changing the odds on a unit&#039;s survival and complicating your opponent&#039;s targeting decisions.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds. &#039;&#039;Mediocre use of a spell slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. The issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;, although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time.  Pass.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 20 points, it&#039;s worth tossing in if you have a few points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 50 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; (215pts) First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot; - but only if she&#039;s your general.  If you&#039;re looking for a support general it&#039;s a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn&#039;t use a command point. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the mounted Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability.  She&#039;s only just the squishiest Mortarch after Arkhan (healing 2 wounds each time he kills something in combat, potential Ossiarch Legion keyword buffs and rocking a 3 wound auto-heal per turn), Katakros (rocking a combined 20 wounds, superior save and the option to auto-heal 3 wounds on himself a turn), Neferata (superior CC healing to Arkhan and Mannfred, her immune to rend spell and her 1- hit debuff aura) and Mannfred (healing D3 wounds a turn if he kills anything in CC and negating the first wound or mortal wound he suffers in each phase).  &lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one grieving.&lt;br /&gt;
**A more viable strategy involving the pale lady now exists via the new Battalion from the White Dwarf. Taking her as your general can help keep her alive thanks to the body guard battalion, which lets her stand around on the field and fight without getting wasted instantly. Plus, her command ability lets you regenerate those Hexwraith body guards, and her spell helps with their subpar accuracy.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; (180pts) The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; (165pts) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039;  (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units WHOLLY within 12&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
**With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn&#039;t cranking out the MWs like he used to. Plus, with the new book, there&#039;s not a lot of units that necessarily need that bonus, or can actually fit with his 12&amp;quot; aura, thanks to the accursed Wholly Within change. Plus, he&#039;s only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039;  (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that&#039;s coming from the underworld.&lt;br /&gt;
*Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039;  (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it.&lt;br /&gt;
**As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he&#039;ll get a release with a new book. But for now, he&#039;s strictly narrative only.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039;  (115pts) The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase (this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentially 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
**However, do consider what you&#039;re actually getting here for 115 points; you get some decent, but conditional, regeneration, and a re-roll 1&#039;s aura that you can just pay a command point to get anyways. This guy will be frustratingly useless if you can&#039;t kill those 3 models per turn, and is most likely best suited to be paired with a unit of Bladegheists, who get to re-roll ALL hits instead of just 1&#039;s. Otherwise, stick him with your Dreadscythes or Chainrasps, as they have the most to gain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039;  (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
*What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039;  (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
**with the expansion of generic command ability. They can reliably deal them out at any time.&lt;br /&gt;
** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039;  (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn&#039;t completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2&amp;quot; range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they&#039;re charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much.&lt;br /&gt;
** Another neat trick with the Cairn Wraith has to do with his Frightful Touch ability; If you have a spare artifact with no where to go, toss him the Shadows Edge. Now, every time you roll a 6 to hit, this dude is popping off 2+d3 MW. While not exactly reliable, this will suddenly make a Character most people ignore suddenly far scarier. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039;  (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 10&#039; range on her scream, she can deepstrike in and still fire off a scream; while this is less effective against Death and Celestial Seraphon, this is still a great way to throw some wounds at the enemy with a lucky roll. This can also be especially deadly if you roll high against a misplaced Skaven or Goblin hero. Defensively, she is a nice way to add some punch to what may normally be a lack luster combat unit like Chainrasps or Spirit Hosts. Simply placing her behind them, and firing off your scream can chip away even at the mighty Stormcast or Chaos Warriors. &lt;br /&gt;
**is a great choice when facing Skaven, Grots, Khorne, Warclans or Cities of Sigmar. And she should be heavily considered if your running bravery reducing endless spells. Her mobility and scream power is not to be ignored.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:&#039;&#039;&#039; (120pts) New Nighthaunt hero.  They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend, he upgrades the Deathless Spirits save of units wholly whithin 12&amp;quot; to 5+ (side note, like the Daughters of Khaine ability, he only upgrades the normal 6+ to a 5+ for NORMAL WOUNDS, not MORTALS (side side note, recently FAQ&#039;d so this does affect mortal wounds) if he manages to inflict a wound with it and it is not negated. Kinda boring, not too impactful and his attack is only 12&amp;quot; so the added resilience only works if you are already close to combat.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 125pts, Min:3). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt&#039;s ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you&#039;re investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you&#039;re respawning them, as well as using their 4+ effectively. Also, don&#039;t forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 95pts, Min:10) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren&#039;t on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn.&lt;br /&gt;
**When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you&#039;re going for a bit more of an offensive bent to them, using them in 20 with a buffing hero can see them do a bit of damage. A unit of 30 can really clog up the board and reliably take regeneration, your over units flying over the chainrasp fence to strike when an opportunity arises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 155, Min:10)  Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline. Hordes beware.&lt;br /&gt;
**These guys have gotten into a weird position; in LoN and LoG, they&#039;re undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 150pts, Min:5) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach.&lt;br /&gt;
**In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that&#039;s also there to take wounds for your boss.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, these guys are slightly cheaper then everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability.&lt;br /&gt;
**Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren&#039;t battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;   (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 with healers or not at all. &lt;br /&gt;
**These ladies can kill; that&#039;s for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they&#039;re either in Spirit Torment, KoS or any other re-roll or hit modifier range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:2) Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they extend his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability by also emitting it. In melee, their scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 190pts, Min:10) With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 160pts, Min:10) They apply -1 to hit against enemy units within 3&amp;quot; of them unless they have a Bravery of 6 or more (remember Nighthaunt Allegiance decrease it by 1, so even units with 6 bravery fall within this range). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. &lt;br /&gt;
**With the current GHB 2020, these gals have gone down to 70 points, taking the spot for one of the cheapest damage dealer units in the book. For a mere 260 points for 20, when compared to the Bladegheists and Grimghasts 320, these ghoulies are nearly 60 points cheaper at max size. And what your getting for that 70 points is frankly, awesome. Deeply consider taking these as your cheap damage dealers, or part of the shrieker host battalion, since their bang for their buck is absurdly cost effective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 0pts) The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battle round roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle.&lt;br /&gt;
*#&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
*#&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
*#&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
*#&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
*#&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
** While it&#039;s a bit of a mixed bag, the mix is all things that you want and your opponent doesn&#039;t want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts.&lt;br /&gt;
** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through it&#039;s scythe. But once you get that second or third level, it&#039;s time to let this bad boy fly into the enemy and help finish off lightly wounded units. It&#039;s also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat.  Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by putting him within 12&amp;quot; of your general for that sweet 6+ Deathless save.  In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it&#039;s an unmodified hit roll, so a Knight of Shrouds on foot won&#039;t affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies and rules to play with, so he has a place in your lists.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
**The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and in third edition, he&#039;s a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws. He can&#039;t finish off whole units anymore on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.&lt;br /&gt;
**It&#039;s worth noting that he is currently the only Monster available to us right now and therefore the only model that has access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks.  Also, the Stomp and Titanic Duel can up his damage output even further, so he&#039;s definitely got a place on the front lines.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039; The Guardian of Souls can bring back D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost mandatory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul&#039;s spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that&#039;s good at magic, or has good ways at stopping magic, then congratulations, you just spent a bunch of points on an artefact and a CP.&lt;br /&gt;
&lt;br /&gt;
===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chainghasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes Chainrasps 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. &lt;br /&gt;
* First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an &amp;quot;upgrade&amp;quot; rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Spirit Torment and Chaingheists a formidable buff to their range. Another good thing to note is, that just like the Bladegheist rule, you don&#039;t actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it&#039;s entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys.&lt;br /&gt;
&lt;br /&gt;
===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039; After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
* How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glaivewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaivewraiths get better or cheaper, this battalion should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039; Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy.&lt;br /&gt;
* Funny enough, after the discount, it&#039;s entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun.&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
&lt;br /&gt;
===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039; Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. His job will be to tarpit enemy heroes or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait.&lt;br /&gt;
&lt;br /&gt;
===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039; Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
&lt;br /&gt;
Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
&lt;br /&gt;
===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzied Fervour:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
&lt;br /&gt;
This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Scions===&lt;br /&gt;
(440 pt.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gharest Malcor, the Traitor Knight:&#039;&#039;&#039; Add one to the attacks characteristic of the Knight of Shroud&#039;s Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent.&lt;br /&gt;
&lt;br /&gt;
===The Dolorous Guard===&lt;br /&gt;
(400 pt. min. - 2360 pt. max)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-4 units of Hexwraiths&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of Regret:&#039;&#039;&#039; Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3&amp;quot; of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
&lt;br /&gt;
===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does give is that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the (longer range) legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
&lt;br /&gt;
===The Emerald Host===&lt;br /&gt;
(900 pt. min.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; 1 The Forgotten Scions, 1+ The Dolorous Guard, and any number of The Condemned, Chainguard or Death Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Curse:&#039;&#039;&#039; After armies are set up, but before the first battle round, you can pick 1 enemy hero. Subtract 1 from save rolls for attacks that target that hero.&lt;br /&gt;
&lt;br /&gt;
Note that the way this ability is worded, you don&#039;t need to be part of the battalion to take advantage of this ability, so only take optional sub-battalions if you&#039;re trying to get a single drop army.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get another Soul Wars half. This gives you the 40 chainrasps you need as the core of most lists. Converting Glaivewraith Stalkers into Grimghasts is as easy as trimming the skulls and spikes and turning the blades 90 degrees. Run a Knight of Shrouds on Steed, two Guardians of Souls, two blocks of 20 Chainrasps, a unit of 10 Grimghasts, and the Chainguard battalion, and you have a decent list that&#039;s exactly 1k.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Since nearly the entire Nighthaunt range is easy-to-build, putting together a functional 2000pt list is fairly inexpensive and beginner-friendly. At this points value, you should be allying in a Vampire Lord for extra healing(give him the wings so he doesn&#039;t get left behind if your force has to jump a wall). Generally at this level you&#039;ll want to have a big, powerful deathstar of your chosen killer unit(Grimghasts, Bladegheists, or even Harridans) surrounding and buffed by your heroes(Spirit Torment, at least one Guardian of Souls, and Vampire Lord at a minimum) plus two blocks of 20 Chainrasps to hold terrain. Once you&#039;ve filled in those essentials, you&#039;ll still have a few hundred points to play around with - maybe add Lady Olynder for serious mortal wound output, maybe an endless spell and a unit of 12 Banshees to feed the endless spell to so you can boost their attacks. So many possibilities....&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal &amp;lt;i&amp;gt;(And the lack of a Deathless minion save)&amp;lt;/i&amp;gt; and more reliable self-healing.&lt;br /&gt;
&lt;br /&gt;
If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
&lt;br /&gt;
The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
&lt;br /&gt;
For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
&lt;br /&gt;
Honorable mentions should also go out to Morghast Harbingers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
&lt;br /&gt;
Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
&lt;br /&gt;
Lastly, as of his new (Ossiarch Bonereapers) warscroll, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that&#039;s guaranteed Spirit Hosts or a crapton of 1 wound models returned.  Of course, keep in mind that now the only way to have Arkhan or Morghasts in your army is with a Grand Alliance: Death army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23918</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23918"/>
		<updated>2021-09-24T09:25:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1: /* Behemoths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
&lt;br /&gt;
==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
*Our army-specific Endless spells have cool models.&lt;br /&gt;
*Stupidly easy to paint. Just prime them white and apply some pale shades of greens or blues to give them a [[spook]]y appearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Our army-specific Endless Spells suck crunch-wise, either being overcosted for what they do or too unreliable.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Not all of them are good, though, and a third of them are exclusive to the Soul Wars box. If you want to play with them, either find a friend to split the box with, buy the heroes or sell the Stormcast on eBay, or be prepared to start a Stormcast Army too.&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; you&#039;re going to need that 6+ FNP, since that&#039;s almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you will either love or hate the Nighthaunt range.&lt;br /&gt;
* They are very bad to transport.  Many Nighthaunt models are made with a single small connecting point to the base along with parts that stick out like small bits and weapons.  Take a leaf from Sylvaneth (hehe) when it comes to transporting your army anywhere, lest you snap your precious models and doom yourself with trying to superglue a 2mm surface together. &lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means very little.&lt;br /&gt;
*As of 3rd edition (before a potential tome), Nighthaunt cannot benefit from the command ability All Out Defense, so you are missing out on an important command ability that can assist in your paper (or sheet?) thin ghosts enduring big attacks.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Nighthaunt |points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/e2513c4c.pdf Nighthaunt Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6. Given how fragile a lot of your units are, this is a godsend.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Processions&amp;lt;/span&amp;gt;===&lt;br /&gt;
We got subfactions! You don&#039;t have to just say your army is &amp;quot;nighthaunt&amp;quot; anymore. With the removal of warscroll battalions in matched play, these are how you will be defining how your army plays. Like many subfactions in different army, the first relic and command trait must be allocated to your army, before you use any others from either our tome or the universal options.&lt;br /&gt;
====The Emerald Host====&lt;br /&gt;
*Ability: &#039;&#039;&#039;The Emerald Curse&#039;&#039;&#039; After armies are set up but before the first battle round begins, you can pick one enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. For the duration of the battle, subract 1 from save rolls for attacks that target that &#039;&#039;&#039;HERO&#039;&#039;&#039;.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Knights of Regret&#039;&#039;&#039; Add 1 to the attacks characteristic of melee weapons used by friendly &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units that made a charge move this turn. In addition, roll a dice before you allocate a wound or mortal wound to your general if they are within 3&amp;quot; of any &#039;&#039;&#039;EMERALD HOST HEXWRAITHS&#039;&#039;&#039; units. On a 2+, you must allocate that wound or mortal wound to one of those units instead. &lt;br /&gt;
*Command Trait: &#039;&#039;&#039;Lord of the Host&#039;&#039;&#039; Once per battle, you can use the command ability on this general&#039;s warscroll without a command point being spent (if the general does not have a command ability on their warscroll, ignore this effect).&lt;br /&gt;
*Relic: &#039;&#039;&#039;The Traitor Knight&#039;s Blade&#039;&#039;&#039; Add 1 to the attacks characteristic of the bearer&#039;s Sword of Stolen Hours&lt;br /&gt;
&lt;br /&gt;
This behaves like the White Dwarf Battalion of the same name, with the ability to pass off wounds to hexwraiths on a 2+ is simply incredible! Taking Olynder as your general can let you give the relic to a beater like the KOSOES, and have her have her horse host escort our lady down the battlefield, giving away mortal wounds like GW gives us space marines.&lt;br /&gt;
&lt;br /&gt;
====Reikenor&#039;s Condemned====&lt;br /&gt;
*Ability: &#039;&#039;&#039;Unrelenting Taskmasters&#039;&#039;&#039; You can re-roll failed hit rolls for attacks made by friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; units while they are wholly within 15&amp;quot; of any friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED SPIRIT TORMENTS&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINGHASTS&#039;&#039;&#039;. In addition, each time a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; or &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit is affected by the Spectral Lure or Temporal Translocation spell cast by a &#039;&#039;&#039;GUARDIAN OF SOULS&#039;&#039;&#039;, you can return D6 slain models to that unit (in addition to any models returned to the unit by the Spectral Lure spell.&lt;br /&gt;
*Ability: &#039;&#039;&#039;Acolyte of the Grimhailer&#039;&#039;&#039; If &#039;&#039;&#039;REIKENOR THE GRIMHAILER&#039;&#039;&#039; is included in your army, he is treated as a general in addition to the model that is chosen to be the army general&lt;br /&gt;
*Command Ability: &#039;&#039;&#039;Death Comes Swiftly&#039;&#039;&#039; You can use this command ability at the start of the movement phase. If you do, pick 1 friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED CHAINRASP HORDE&#039;&#039;&#039; units and &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GLAIVEWRAITH STALKERS&#039;&#039;&#039; unit wholly within 12 of a friendly &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED HERO&#039;&#039;&#039; or 18&amp;quot; of a &#039;&#039;&#039;REIKENOR&#039;S CONDEMNED GENERAL&#039;&#039;&#039;. Add 6&amp;quot; to that unit&#039;s Move characteristic until the end of that phase.&lt;br /&gt;
*Relic &#039;&#039;&#039;Corpse Candle&#039;&#039;&#039; In your hero phase, before this model attempts to cast a spell, you can say that it will snuff out a corpse  candle. If you do so, pick either this model or an enemy model within 12&amp;quot; of this model. That model suffers 1 mortal wound. If the mortal wound was suffered by an enemy model, add 1 to the casting roll; if the mortal wound was suffered by this model, add 3 to the casting roll. If the bearer snuffs out the candle in the combat phase, pick the bearer or an enemy model within 12&amp;quot;. The model you picked suffers 1 mortal wound. If you picked an enemy model, add 1 to hit rolls for attacks made by the bearer in that phase; if the mortal wound was suffered by the bearer, add 1 to the hit and wound rolls made by the bearer in that phase. &lt;br /&gt;
&lt;br /&gt;
This is the one for buffing up a double-reinforced unit of Chainrasp Hordes, as with All Out Attack, they can have 3(rerolling fails)/3/-/1, which is pretty good for our friendly neighborhood tortured souls. Continue to ignore the Glaivewraith Stalkers, as after a few years, they still are unusable. On top of being able to have 2 generals, you are set for a decent horde army that can pop up wherever you want.&lt;br /&gt;
&lt;br /&gt;
Also worth mentioning that this procession doesn&#039;t have a command trait you have to take, so you can take the beloved &#039;&#039;&#039;Ruler of the Spirit Hosts&#039;&#039;&#039; command trait.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash unless for some reason you&#039;re using one of the more subpar heroes.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. Good on a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1, but funny on a Cairn Wraith who can smack down 2+d3 MW each time he get&#039;s a 6.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic. Not bad on a Knight of Shrouds on mount, since it give&#039;s him a nice flat 3 Damage. If you&#039;re taking the Nighthaunt battalion which gives him an extra attack, consider it.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; In melee, the owner&#039;s Deathless Spirits save works on a 5+ (normal wounds only).&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Grimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; At the start of each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units, plus it goes off before anyone attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit fights at the end of the combat phase. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Great for changing the odds on a unit&#039;s survival and complicating your opponent&#039;s targeting decisions.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds. &#039;&#039;Mediocre use of a spell slot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Shyish_Reaper.pdf Shyish Reaper]:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. The issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;, although this can be slightly extended due to it pivoting before it moves. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time.  Pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Vault_of_Souls.pdf Vault of Souls]:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. It may be worth considering, however, due to how cheap this bastard is, and how good our mobility is. Dropping it off as a parting gift from a deep striking Wizard can be delightfully good as they get snagged by Spectral Summons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mortalis_Terminexus.pdf Mortalis Terminexus]:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. It does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 20 points, it&#039;s worth tossing in if you have a few points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 50 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; (215pts) First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot; - but only if she&#039;s your general.  If you&#039;re looking for a support general it&#039;s a toss up between this and a generic general with Ruler of the Spirit Hosts - RotSH can heal multiple models from one unit rather than one per unit, but importantly doesn&#039;t use a command point. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the mounted Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability.  She&#039;s only just the squishiest Mortarch after Arkhan (healing 2 wounds each time he kills something in combat, potential Ossiarch Legion keyword buffs and rocking a 3 wound auto-heal per turn), Katakros (rocking a combined 20 wounds, superior save and the option to auto-heal 3 wounds on himself a turn), Neferata (superior CC healing to Arkhan and Mannfred, her immune to rend spell and her 1- hit debuff aura) and Mannfred (healing D3 wounds a turn if he kills anything in CC and negating the first wound or mortal wound he suffers in each phase).  &lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one grieving.&lt;br /&gt;
**A more viable strategy involving the pale lady now exists via the new Battalion from the White Dwarf. Taking her as your general can help keep her alive thanks to the body guard battalion, which lets her stand around on the field and fight without getting wasted instantly. Plus, her command ability lets you regenerate those Hexwraith body guards, and her spell helps with their subpar accuracy.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; (180pts) The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; (165pts) Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Hex-wraiths and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; (175pts) Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039;  (100pts) Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound, he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units WHOLLY within 12&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counteract those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. It also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
**With the release of the new book following AoS 2, this guy has had some ups, but mostly some downs. With Spirit Hosts and Hexwraiths getting MWs only on unmodified sixes, and the rampant nerfing of the Mournghoul, this guy isn&#039;t cranking out the MWs like he used to. Plus, with the new book, there&#039;s not a lot of units that necessarily need that bonus, or can actually fit with his 12&amp;quot; aura, thanks to the accursed Wholly Within change. Plus, he&#039;s only got 5 wounds on a 4+, and his movement is rather pitiful. He may not be the worst hero, but outside of maybe buffing some smaller units, stick to the KoS on mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039;  (120pts) Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes who have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. It also adds a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit that&#039;s coming from the underworld.&lt;br /&gt;
*Keep in mind, with the right buffs, the KoS can also be surprisingly killy too. Giving him a decent weapon artifact, and taking him in the right battalion can make him a decent beat-stick, perfect for warmachine or hero hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039;  (135pts) First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable. However, the Wychlight Lantern does help the spell itself more reliably go off. Your choice between more models returning, or returning models reliably.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than Bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this). Sadly the model was event exclusive, so good luck getting a hold of it.&lt;br /&gt;
**As of the GH19, this poor sap is no longer a matched play unit, due to him lacking a points profile. Still fun to use in regular play, and who knows, maybe he&#039;ll get a release with a new book. But for now, he&#039;s strictly narrative only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039;  (115pts) The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase (this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentially 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
**However, do consider what you&#039;re actually getting here for 115 points; you get some decent, but conditional, regeneration, and a re-roll 1&#039;s aura that you can just pay a command point to get anyways. This guy will be frustratingly useless if you can&#039;t kill those 3 models per turn, and is most likely best suited to be paired with a unit of Bladegheists, who get to re-roll ALL hits instead of just 1&#039;s. Otherwise, stick him with your Dreadscythes or Chainrasps, as they have the most to gain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039;  (90pts) Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
*What he does boast, however, is being a tougher hero. That 5+ against MW will save your ghostly ass at times, and that -1 against heros can help mitigate flying bricks like Mawcrushas and Keeper of Secrets from totally smashing you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039;  (100pts) Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have supportability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
**with the expansion of generic command ability. They can reliably deal them out at any time.&lt;br /&gt;
** Some conspiracies suggest DBH was supposed to be a unit, not heroes. But some weird book shuffling occurred. After all, it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039;  (70pts) The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. But what it still has going for it isn&#039;t completely useless; this guy may not be precisely tough or extraordinarily deadly in melee, but what he does bring is a good close combat profile and a incredibly small base; this sucker is on a 25mm round, for some ungodly reason, making it him easy to hide in a horde. Coupled with a 2&amp;quot; range, this guy can sit comfortably in a unit of 20 or so chainrasps, and when they&#039;re charged, this guy can help support them via CP abilities while still knocking back some wounds. Plus, while this guy only has 4 wounds, this can often cause an opponent not to throw as much damage at him as they probably need to, or perhaps too much.&lt;br /&gt;
** Another neat trick with the Cairn Wraith has to do with his Frightful Touch ability; If you have a spare artifact with no where to go, toss him the Shadows Edge. Now, every time you roll a 6 to hit, this dude is popping off 2+d3 MW. While not exactly reliable, this will suddenly make a Character most people ignore suddenly far scarier. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039;  (80pts) For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. The Tomb Banshee fills an interesting role in the army, capable of being played both offensively defensively. Thanks to the 10&#039; range on her scream, she can deepstrike in and still fire off a scream; while this is less effective against Death and Celestial Seraphon, this is still a great way to throw some wounds at the enemy with a lucky roll. This can also be especially deadly if you roll high against a misplaced Skaven or Goblin hero. Defensively, she is a nice way to add some punch to what may normally be a lack luster combat unit like Chainrasps or Spirit Hosts. Simply placing her behind them, and firing off your scream can chip away even at the mighty Stormcast or Chaos Warriors. &lt;br /&gt;
**is a great choice when facing Skaven, Grots, Khorne, Warclans or Cities of Sigmar. And she should be heavily considered if your running bravery reducing endless spells. Her mobility and scream power is not to be ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_Krulghast_Cruciator_eng.pdf Krulghast Cruciator]:&#039;&#039;&#039; (120pts) New Nighthaunt hero.  They died during torture and in undeath they became torture technicians who inflict pain on those who defy Nagash. They have a Ranged attack with low damage but good to hit/wound/rend, he upgrades the Deathless Spirits save of units wholly whithin 12&amp;quot; to 5+ (side note, like the Daughters of Khaine ability, he only upgrades the normal 6+ to a 5+ for NORMAL WOUNDS, not MORTALS (side side note, recently FAQ&#039;d so this does affect mortal wounds) if he manages to inflict a wound with it and it is not negated. Kinda boring, not too impactful and his attack is only 12&amp;quot; so the added resilience only works if you are already close to combat.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 125pts, Min:3). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore. Your main reason for taking these guys, however, is their ratio of wounds per model, which when paired with some of Nighthaunt&#039;s ability to resurrect entire models, becomes a very lucrative way to bring back wounds. However, keep in mind that a unit of 3 Spirit Hosts is only 40 points away from 20 Chainrasps. Unless you&#039;re investing in the requisite abilities, Chainrasps have them beat in points per wound. When you use these guys, make sure you&#039;re respawning them, as well as using their 4+ effectively. Also, don&#039;t forget that you can almost always count on at least 1 MW per Spirit Host base. This may not seem like a lot, but with a WoT charge, you can effectively get 6 guaranteed MW on a unit just from 3 Spirit Hosts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 95pts, Min:10) The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re more than 10. Get a bunch of heroes around them to buff their attack stats and enjoy. These guys are your bread and butter horde choice, providing a more numerous battleline. While Grimghasts are deadlier, and Spirit Hosts are both tankier and resurrect wounds more efficiently, Chainrasps have them both beat on cheap bodies. These are the guys you want to stick on objectives and control the board, and while they certainly aren&#039;t on the level of Grimghasts, they do have the potential to deal a bit of damage from sheer weight of attacks. But just make sure that your giving them proper hero support; an unsupported horde of Chainrasps will vanish under a dedicated assault, and bravery 10 only gets you so far in Battleshock. And speaking of Battleshock, your Chainrasps are only Bravery 6 without your Unit Leader AKA Candlabra man. Things that can snipe specific models can make your battleshock test even more painful. A Guardian of Souls is never a bad support choice for these guys, and Shademist is a superb choice if your casting on the first turn.&lt;br /&gt;
**When running these ghosts, your going to want to really pick a role for them and stick with it. 10 Chainrasps serve as a cheap battleline filler, and a decent screen. If you&#039;re going for a bit more of an offensive bent to them, using them in 20 with a buffing hero can see them do a bit of damage. A unit of 30 can really clog up the board and reliably take regeneration, your over units flying over the chainrasp fence to strike when an opportunity arises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 155, Min:10)  Band of scythe guys. A troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline. Hordes beware.&lt;br /&gt;
**These guys have gotten into a weird position; in LoN and LoG, they&#039;re undeniably the best possible choice for an elite blob of anvils that can also grind through enemy units, and then come right back thanks to healing. However, in Nighthaunt, their worth is much more questionable; point per point, they fall behind units like Bladegheists when it comes to damage dealing when on the charge, and against elite units, Dreadscythes are more powerful thanks to the extra attack and bonus damage while also being slightly cheaper. Another knock against them is the fact that their horde bonus only hits at 30; It is nearly impossible to get 30 Grimghasts wholly within our range. Overall, if you run these guys, use them as a horde killer, and keep them in blocks of 20 for better buffing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, &#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army, 150pts, Min:5) Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid if a bit lackluster, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during the charge phase since they only need an unmodified 9+ charge roll. Another synergy comes with the Black Coach, as it too restores models, not wounds, to a unit. Thus, you can get anywhere from 2 to 6 wounds back per Black Coach.&lt;br /&gt;
**In the white dwarf battalion, these guys do become a more viable combat unit, perfect for harrying flanks or hunting down really obnoxious targets like Skyefires or Skaven Warmachine units, while also serving as an awesome bodyguard unit. With a buff from a Knight of Shrouds, you can have each Hexwraith hitting with 4 attacks each with their scythes, and 4 attacks with their horse on the charge; at first, this may not sound like a lot, but in a bigger unit, you can slam an opponent with 80 attacks from just a unit of 10 Hexwraiths. On average, a unit of 5 KoS-buffed Hexwraiths on the charge will do about 4 MW before even factoring in their regular attacks. Not bad for a unit that&#039;s also there to take wounds for your boss.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 65pts, Min:4) These guys are Bladegheists, but worse in every way. They do reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not), and they also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, these guys are slightly cheaper then everyone but Dreadscythes, but are by far worse. With a weapon profile thats the same as Chainrasps, these guys are by no means elite. If you must use them, your best bet is running them at max size as a way to try to get the best use out of WoT with their retreat and charge ability.&lt;br /&gt;
**Opinion: Never take them. Period. Grimghast reapers do more damage, Bladegheists are faster and do their retreat and charge stick better, and Dreadscythes are cheaper for a better profile. Not to mention the pokey sticks aren&#039;t battleline and move slower for almost the same price per model. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;   (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:4) Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 with healers or not at all. &lt;br /&gt;
**These ladies can kill; that&#039;s for certain. The problem is getting them to the right time and place to do so, without having them get killed before they get there. Like said above, they get crazy good with buffs, so make sure to use your deepstrike and Spectral Summons ability to help keep them alive. Another thing to look out for is their 4+ to hit; this sucks ghost balls. Always make sure they&#039;re either in Spirit Torment, KoS or any other re-roll or hit modifier range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 75pts, Min:2) Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they extend his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability by also emitting it. In melee, their scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons while spreading the re-roll love to your units. (Let it be noted that unless you got the Soulreach Grasp for your Black Coach, it is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get). However, in a pinch, these guys can do quite a bit of work in melee as well; throwing them against 28mm hordes can really let them shine, and in cases like Plague Monks, these guys can soften the blow for units that come after them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 190pts, Min:10) With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment or Chainghasts, these guys re-roll ALL their hit rolls instead of just 1s (note that the Chainghasts do not need to be in range of a Spirit Torment to give this buff). The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG_dreadscythe_harridans.pdf Dreadscythe Harridans]:&#039;&#039;&#039;  (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 160pts, Min:10) They apply -1 to hit against enemy units within 3&amp;quot; of them unless they have a Bravery of 6 or more (remember Nighthaunt Allegiance decrease it by 1, so even units with 6 bravery fall within this range). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick. &lt;br /&gt;
**With the current GHB 2020, these gals have gone down to 70 points, taking the spot for one of the cheapest damage dealer units in the book. For a mere 260 points for 20, when compared to the Bladegheists and Grimghasts 320, these ghoulies are nearly 60 points cheaper at max size. And what your getting for that 70 points is frankly, awesome. Deeply consider taking these as your cheap damage dealers, or part of the shrieker host battalion, since their bang for their buck is absurdly cost effective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; (&#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039;, 0pts) The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde. Use them as a road bump, or something to tie up ranged units or warmachines.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; (220pts) This thing is not only aesthetically stunning but also a monster in-game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have &amp;lt;s&amp;gt;4&amp;lt;/s&amp;gt; 3 melee profiles, but the reaper scythe of the rider can also reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) These weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battle round roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each level stacks and lasts for the rest of the battle.&lt;br /&gt;
*#&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
*#&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
*#&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
*#&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
*#&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
** While it&#039;s a bit of a mixed bag, the mix is all things that you want and your opponent doesn&#039;t want on the table. It is almost impossible to ignore thanks to the huge amount of attacks and mortal wound opportunities it has. And it needs a huge amount of firepower to remove so even if it gets taken down early the rest of your army should be in quite good shape still. Also, the synergy this thing offers to Nighhthaunt is pretty excellent; outside of Olynder and RotSH, this baby is your other primary way to bring back multiple models at once, AKA, bringing back Hexwraiths and Spirit Hosts.&lt;br /&gt;
** Now, with GHB19, this baby is a cheap as chips 220 points; to put it this way, it offers almost the same amount of damage as a Cairn Wraith and 10 Chainrasps would put out anyways, with plenty of Frightful Touch. The general way to use this bad boy is start it off as a defensive piece, using it to help regenerate your screen of Spirit Hosts or Hexwraiths, and maybe giving a bit of damage through it&#039;s scythe. But once you get that second or third level, it&#039;s time to let this bad boy fly into the enemy and help finish off lightly wounded units. It&#039;s also worth noting that this thing is pretty easy to keep in tip-top shape since most Nighthaunt heroes and spells have ways to heal this bad boy.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; (270pts) As of each new edition a whole bunch of FW big boys have had stat changes, and the latest batch have been good to the Mourngul. First, while he has the same unrendable 4+ save, he gained the ability to heal D3 wounds if he kills anyone in combat.  Between this , 10 wounds and a -1 to hit aura this ghastly monster is tough in combat but vulnerable to shooting, though the latter can be mitigated by putting him within 12&amp;quot; of your general for that sweet 6+ Deathless save.  In combat his attacks deal 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary; note that it&#039;s an unmodified hit roll, so a Knight of Shrouds on foot won&#039;t affect its mortal wound generation but the mounted one will. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies and rules to play with, so he has a place in your lists.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
**The Mourngul is no longer the all-star that he was in GA:Death back in AoS 1.0, but after some serious point drops and in third edition, he&#039;s a decent choice. The key to using this monster is mostly in picking his fights, and helping support other units already wedged into combat. His -1 to hit aura helps keep other units alive, while throwing down some MW with his claws. He can&#039;t finish off whole units anymore on his own, but he can certainly eat through a wave of chaff, gives elites second thoughts and draw attacks (and attention) from more important units.&lt;br /&gt;
**It&#039;s worth noting that he is currently the only Monster available to us right now and therefore the only model that has access to the new Monster benefits in the 3.0 Core Rules and Matched Play Battlepacks.  Also, the Stomp and Titanic Duel can up his damage output even further, so he&#039;s definitely got a place on the front lines.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039; The Guardian of Souls can bring back D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost mandatory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
** Keep in mind that his Battalion ENTIRELY relies on being able to get the Guardian of Soul&#039;s spell off; and sure, it may be sweet to see that 2d6+3 Chainrasps pop back up, but the second the enemy sees this, their going to start throwing their considerably more powerful anti-magic at us. This makes this entire battalion a gamble, since if you happen to fight army that&#039;s good at magic, or has good ways at stopping magic, then congratulations, you just spent a bunch of points on an artefact and a CP.&lt;br /&gt;
&lt;br /&gt;
===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chainghasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes Chainrasps 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. &lt;br /&gt;
* First and foremost, this is our most expensive Battalion; and it is for a good reason as well. In a similar vein to the Death Riders, ShroudGuard and Chainguard, this is more of an &amp;quot;upgrade&amp;quot; rather then a straight up bonus. But arguably, this is one of the better bonuses we can get, since it gives the Spirit Torment and Chaingheists a formidable buff to their range. Another good thing to note is, that just like the Bladegheist rule, you don&#039;t actually need to have the Spirit Torment nearby to get the bonus for the Chainrasps, meaning it&#039;s entirely viable to run one block of Rasps with the Spirit Torment and then another block of Rasps with the Chaingheists. Than way, both Blocks get those sweet, sweet re-rolls. If your going to be running offensive Rasps, pass over the Chainguard and look towards these bad boys.&lt;br /&gt;
&lt;br /&gt;
===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039; After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
* How do you balance being forced to take a really good unit with a really good buff? By making you take 2 terrible units and a slightly mediocre one. The Glaivewraiths are a tax, simple as that, and an expensive one at that. Costing you at the very least 120 points, this effectively doubles the cost of the battalion. Until Glaivewraiths get better or cheaper, this battalion should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039; Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability). Overall, this is a solid choice, and if you were planning on bringing a Dreadblade, a Black Coach and some Hexwraiths, this should be your go-to. All three units synergize really well, and a Dreadblade is a must for a really fast moving army. The Black Coach works very well with the Hexwraiths, since it can help heal them, and then help finish off the enemy.&lt;br /&gt;
* Funny enough, after the discount, it&#039;s entirely possible to make a complete 2000 point army by just taking two battalions, and then running four units of 10 Hexwraiths each. Is this a good use of your points, and or money? Probably not, but it could be fun.&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
&lt;br /&gt;
===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039; Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. His job will be to tarpit enemy heroes or sit around and bring back his spirit host buddies with the Ruler of the Spirit Host command trait.&lt;br /&gt;
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===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039; Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
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Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
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===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Frenzied Fervour:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
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This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards.&lt;br /&gt;
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===The Forgotten Scions===&lt;br /&gt;
(440 pt.)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds on Ethereal Steed and 2 Dreadblade Harrows&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Gharest Malcor, the Traitor Knight:&#039;&#039;&#039; Add one to the attacks characteristic of the Knight of Shroud&#039;s Sword of Stole Hours. In addition, once per battle round, you can use the command ability on his warscroll without a command point being spent.&lt;br /&gt;
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===The Dolorous Guard===&lt;br /&gt;
(400 pt. min. - 2360 pt. max)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-4 units of Hexwraiths&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Knights of Regret:&#039;&#039;&#039; Add one to the attacks characteristic of melee weapons used by units from this battalion if they charged in the same turn. In addition, if your general is within 3&amp;quot; of any friendly units from the battalion, on a 2+ you can pass on wounds and mortal wounds.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
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===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does give is that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the (longer range) legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
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===The Emerald Host===&lt;br /&gt;
(900 pt. min.) &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039; 1 The Forgotten Scions, 1+ The Dolorous Guard, and any number of The Condemned, Chainguard or Death Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Emerald Curse:&#039;&#039;&#039; After armies are set up, but before the first battle round, you can pick 1 enemy hero. Subtract 1 from save rolls for attacks that target that hero.&lt;br /&gt;
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Note that the way this ability is worded, you don&#039;t need to be part of the battalion to take advantage of this ability, so only take optional sub-battalions if you&#039;re trying to get a single drop army.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get another Soul Wars half. This gives you the 40 chainrasps you need as the core of most lists. Converting Glaivewraith Stalkers into Grimghasts is as easy as trimming the skulls and spikes and turning the blades 90 degrees. Run a Knight of Shrouds on Steed, two Guardians of Souls, two blocks of 20 Chainrasps, a unit of 10 Grimghasts, and the Chainguard battalion, and you have a decent list that&#039;s exactly 1k.&lt;br /&gt;
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===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Since nearly the entire Nighthaunt range is easy-to-build, putting together a functional 2000pt list is fairly inexpensive and beginner-friendly. At this points value, you should be allying in a Vampire Lord for extra healing(give him the wings so he doesn&#039;t get left behind if your force has to jump a wall). Generally at this level you&#039;ll want to have a big, powerful deathstar of your chosen killer unit(Grimghasts, Bladegheists, or even Harridans) surrounding and buffed by your heroes(Spirit Torment, at least one Guardian of Souls, and Vampire Lord at a minimum) plus two blocks of 20 Chainrasps to hold terrain. Once you&#039;ve filled in those essentials, you&#039;ll still have a few hundred points to play around with - maybe add Lady Olynder for serious mortal wound output, maybe an endless spell and a unit of 12 Banshees to feed the endless spell to so you can boost their attacks. So many possibilities....&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs only a little more than your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal &amp;lt;i&amp;gt;(And the lack of a Deathless minion save)&amp;lt;/i&amp;gt; and more reliable self-healing.&lt;br /&gt;
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If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palanquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolls to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
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The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths, though sadly the one on zombie dragon is too expensive to take as an ally. Mannfred von Carstein is also nice because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
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For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Vanhels Dance Macabre on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
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Honorable mentions should also go out to Morghast Harbingers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
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Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
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Lastly, as of his new (Ossiarch Bonereapers) warscroll, his Deathly Invocation will return a flat 3 wounds worth of models to 4 different units - that&#039;s guaranteed Spirit Hosts or a crapton of 1 wound models returned.&lt;br /&gt;
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*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:9473:16CD:7ED0:D1C1</name></author>
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