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		<title>Age of Sigmar/Tactics/Chaos/Beasts Of Chaos</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0: /* Why Play Beasts Of Chaos? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Beasts Of Chaos|Logo=Beasts-of-chaos-art1.jpeg|Alliance=Chaos|Lore=Beasts Of Chaos|Motto= Cry havoc, and let slip the beasts of war.}}&lt;br /&gt;
&lt;br /&gt;
Step aside Mr. Everchosen. The Cloven Ones are here to prove themselves as the true Children of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Beasts Of Chaos?==&lt;br /&gt;
* Because you thought Satyrs in Greek mythology were better at killing and raiding than being pipe players.&lt;br /&gt;
** They got some rad musicians.&lt;br /&gt;
** Really, you just want Grimdark Satyrs-slash-Pop culture barbarians.&lt;br /&gt;
*You like armies that are styled around CELTIC warbands, you have shamans and minotaurs, not to mention big fuckin monsters.&lt;br /&gt;
* Because they look cool with their horns and shaggy fur.&lt;br /&gt;
* Because Chaos Warriors are too civilized as most of them don&#039;t shit where they stand, have fleas, and smell like piss all year round.&lt;br /&gt;
* You like [[Dragon Ogres|massive, lightning-eating foot dragons]] native to the [[Warhammer Fantasy Battle |World-That-Was]] who made a shitty pact with the Chaos Gods.&lt;br /&gt;
* Because you played Total War: Warhammer and were too dumb to manage cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Can swarm the board with cheap fast and flanking Brays, big stompy people eating minotaurs or big ass dragon ogres. Oh wait, you can do all of them at once. &lt;br /&gt;
* CHARIOTS! three straight into that dwar- I mean duardin shield wall &lt;br /&gt;
* Monsters. Monsters everywhere.&lt;br /&gt;
* Almost everything is fast as fuck, boi. &lt;br /&gt;
* You can watch civilization crumble into ruin with one of the most annoying magic lore in the game and a terrain piece which makes those Stormcast tincans look like they&#039;re covered in smartphone screens instead of actual armor.&lt;br /&gt;
** In fact, you probably have one of the best anti-armor in the game with how many ways you can increase rend and the Herdstone&#039;s anti-save aura&lt;br /&gt;
* Chaos Spawns are now pretty damn gooSPRVMWGLWLM &lt;br /&gt;
** Praise Morghur! Great Devolver!&lt;br /&gt;
*You can mark your herds with any of the 4 chaos marks!&lt;br /&gt;
* Individual models are quick, fun and relatively easy to paint (although they are old as shit, so the paint WILL come off)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Beasts of Chaos was one of the first AoS 2.0 Battletomes....and it is starting to show a bit. You could run a Slaanesh Allegiance Beast army and probably do just as good if not better than the actual BoC Allegiance.&lt;br /&gt;
* Weak and few ranged units, except for the monsters and skyfires.&lt;br /&gt;
* Ungors, even with bows are still ungors and not even battleline...&lt;br /&gt;
* If you are not a bestigor or a melee hero, your armor is probably defined as &amp;quot;loincloth&amp;quot;.&lt;br /&gt;
* Almost all of your models are real old.&lt;br /&gt;
* Unless you are a lucky bastard son of a mutant bird or a gender-confused hedonistic goat, the only truly devoted Beastmen models are Tzaangors and Slaangors (and the latter are very pricey to make an army of these models). Want some hound-or-lion-faced Khornegors? Some horrendously deformed Pestigors? You will need tons of green stuff if you wanna do that. And only aesthetically, no actual rules for them!&lt;br /&gt;
** GW seems to be rectifying this problem as they&#039;ve realized &amp;quot;Oh shit, people actually like these guys, we should give them more stuff!&amp;quot; given the aforementioned Slaangor models.&lt;br /&gt;
* Only Slaves to Darkness allies, so no Ogroid Thaumaturges for purely Tzeentch brayherds.&lt;br /&gt;
* Whilst individual models are quick to paint, you&#039;ll be needing LOADS of them, so get your paints and brushes ready, because you&#039;ll be painting for a while.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Beasts Of Chaos|points=[https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf Beasts Of Chaos Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd Ambush:&#039;&#039;&#039; You can set up a &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; unit into an ambush during deployment for each &#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039; you place on the board during setup. At the end of your first movement phase, you must place them within 6&amp;quot; of the board edge and more than 9&amp;quot; away from any enemy models. &lt;br /&gt;
**While not as flexible as some other deepstriking abilities (Stormcasts, Nighthaunt) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. Many artillery crews find it hard to worry about shooting down a monster when goatmen are next to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Gorge:&#039;&#039;&#039; At the end of a combat phase when a Warherd destroys a unit, heal d3 wounds, good to Rejuvenate injured bulls after a fight&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creatures of the Storm:&#039;&#039;&#039; During the start of your Hero phase, each Thunderscorn unit rolls a d6 and move that many inches if not within 3&amp;quot; of an enemy nor move within 3&amp;quot; of them. Good to get your Dragon Ogors closer to their targets or get them out of danger in rare circumstance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primordial Call:&#039;&#039;&#039; At the start of your turn, gain a Primordial point. You can gain more during your hero phase by having a Beasts Of Chaos Hero sacrifice another unit if both are within 3&amp;quot; of a Herdstone. if you do, inflict d3 mortal wounds on the sacrificed unit and gain that many points for each wound that is lost. At the end of your movement phase, you can spend points to summon one or more units and place them on the board in the same manner as Brayherd Ambush. As tempting as it is to hoard points to get the big monsters, you have no great way to accumulate Primordial points quickly enough to be effective. Your best use is to summon objective grabbers and holders like Bestigors and Gors with Shields, or a chariot to tie up their backline artillery and archers.&lt;br /&gt;
** Chimera &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Ghorgon &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Skyfires &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Chaos Gargant &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** Cygor &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 10 Tzanngors &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 3 Bullgors &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** Jabberslythe &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** 3 Dragon Ogors &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Enlightened on Discs of Tzeentch &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 10 Bestigors &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** Cockatrice &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** Tzaangor Enlightened &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** 5 Centigors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 chaos Warhounds &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Gors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungor Raiders &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** Chaos Spawn &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Tuskgor Chariot &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Razorgor &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungors &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Brayherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Bestial Cunning:&#039;&#039;&#039; Up to half (rounding down) of your Ambushing units can arrive during your second movement phase instead of the first. &lt;br /&gt;
*&#039;&#039;&#039;Indomitable Beast:&#039;&#039;&#039; Gain 1 Wound characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Apex Predator:&#039;&#039;&#039; Re-roll the general&#039;s wounds rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Despoiler:&#039;&#039;&#039; Enemies don&#039;t benefit from cover when they are 12&amp;quot; of the general. Remember, cover works in melee in AoS, so it might be worth a look.&lt;br /&gt;
*&#039;&#039;&#039;Oracle of the Dark:&#039;&#039;&#039; -1 Bravery penalty to enemies within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Shadowpelt:&#039;&#039;&#039; -1 to hit rolls from attack that came over 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Warherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Eater of Heroes:&#039;&#039;&#039; Re-roll failed hits that target heroes.&lt;br /&gt;
*&#039;&#039;&#039;Rampant Juggernaut:&#039;&#039;&#039; Re-roll charge rolls for Warherd units wholly within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Gorger:&#039;&#039;&#039; Warherd units wholly within 12&amp;quot; always heal 3 wounds from Bloodgorge.&lt;br /&gt;
*&#039;&#039;&#039;Gouge-tusks:&#039;&#039;&#039; Roll a dice for an enemy within 3&amp;quot; at the end of the combat phase. on a 2-5 deal 1 mortal wound, and on a 6 deal d3.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Brute:&#039;&#039;&#039; Subtract 1 from enemy bravery within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Rugged Hide:&#039;&#039;&#039; Reduce the rend of attacks against the general by 1 &lt;br /&gt;
&lt;br /&gt;
====Thunderscorn Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Tempestuous Tyrant:&#039;&#039;&#039; Re-roll wound roll against monsters&lt;br /&gt;
*&#039;&#039;&#039;Magnetic Monstosity:&#039;&#039;&#039; Enemies within 3&amp;quot; can&#039;t retreat.&lt;br /&gt;
*&#039;&#039;&#039;Father of the Storm:&#039;&#039;&#039; You can reroll the Creatures of the Storm Trait&lt;br /&gt;
*&#039;&#039;&#039;Lighting-fast Monstrosity:&#039;&#039;&#039; Attacks first &#039;&#039;before&#039;&#039; all others during the combat phase if you charge&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Scales:&#039;&#039;&#039; Add 1 to save rolls&lt;br /&gt;
*&#039;&#039;&#039;Ancient Beyond Knowing:&#039;&#039;&#039; At the start of the first battle round, gain d3 command points.&lt;br /&gt;
&lt;br /&gt;
===Artifacts of Power===&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Brayherd====&lt;br /&gt;
#&#039;&#039;&#039;Ramhorn Helm:&#039;&#039;&#039; After a charging pick a enemy unit within 1&amp;quot;. That unit gets D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Brayblast Trumpet:&#039;&#039;&#039; Brayherds ambushing within 18&amp;quot; of the bearer get +1 to hit. Really useful to get your ungors raiders in make some good shooting after a well placed ambush. With their ability a 3+ means that they re-roll every missed hit at 20 or more models.&lt;br /&gt;
#&#039;&#039;&#039;The Knowing Eye:&#039;&#039;&#039; You get a command point on a 4+ at the start of your hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Volcanic Axe:&#039;&#039;&#039; One of the bearer weapons get +1 damage and 6 To-Hit inflicts an extra mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Bleating Gnarlstaff:&#039;&#039;&#039; If the bearer is within 1&amp;quot; of a terrain, roll a dice. On a 3+ all enemy units 1&amp;quot; from the terrain gets a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Troggoth-hide Cloak:&#039;&#039;&#039; The bearer regenerate 1 wound at the start of your hero phase.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Warherds====&lt;br /&gt;
#&#039;&#039;&#039;Cleaver of the Brass Bull:&#039;&#039;&#039; Add 1 to the rend of one of the bearers weapons. Also, if you roll a 6 to hit with said weapon it gets +1 damage for that attack.&lt;br /&gt;
#&#039;&#039;&#039;Gilded Horns:&#039;&#039;&#039; After a charge, pick an enemy unit within 1&amp;quot; and roll a number of dice equal to your charge roll. For every 5+ inflict one mortal wound to the enemy unit&lt;br /&gt;
#&#039;&#039;&#039;Gliph-etched Talisman:&#039;&#039;&#039; The bearer can unbind a spell for turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Blackened Armor of Chaos:&#039;&#039;&#039; The bearer ignores mortal wounds on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Champion&#039;s Doomcloak:&#039;&#039;&#039; Add 2 to charge rolls for the bearer. &lt;br /&gt;
#&#039;&#039;&#039;Herdstone Shard:&#039;&#039;&#039; &#039;&#039;&#039;BULLGOR&#039;&#039;&#039; units wolly within 6&amp;quot; from the bearer trigger the Bloodgreed ability on a roll of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Thunderscorn====&lt;br /&gt;
#&#039;&#039;&#039;Ancestral Azyrite Blade:&#039;&#039;&#039; One of the bearer&#039;s weapons gets 2 better rend.&lt;br /&gt;
#&#039;&#039;&#039;Lightning-chained bracers:&#039;&#039;&#039; The bearer can reroll hits, all of your &#039;&#039;hits&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Thunderstrike Lodestone:&#039;&#039;&#039; Once per battle you can activate this to gain D3 wounds and deal 1 mortal wound to enemy units within 1&amp;quot; on a 2+.&lt;br /&gt;
#&#039;&#039;&#039;Horn of the Tempest:&#039;&#039;&#039; &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units wholly within 18&amp;quot; can run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Tanglehorn Familiars:&#039;&#039;&#039; Once per battle you can pick an enemy wizard within 12&amp;quot; in the enemy hero phase. They can&#039;t cast any spell in that phase.&lt;br /&gt;
#&#039;&#039;&#039;Ruinous Icon:&#039;&#039;&#039; The bearer can ignore the effects of spells and endless spells on a 4+.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
====Twisted Wilds====&lt;br /&gt;
Brayherd wizards pick a spell from here&lt;br /&gt;
#&#039;&#039;&#039;Viletide:&#039;&#039;&#039; Casting Value 6, an enemy within 12&amp;quot; takes d3 mortal wounds, d6 if within 6&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Vicious Stranglethorns:&#039;&#039;&#039; cast 7, each enemy within 3&amp;quot; of a terrain takes d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Savage Dominion:&#039;&#039;&#039; Casting Value 5, pick an enemy &#039;&#039;&#039;MONSTER&#039;&#039;&#039; and if you beat their bravery on a 2d6, they move to the closest model. pick an enemy 1&amp;quot; of it and roll a number of dice equal to the monster&#039;s wound characteristic. on a 4+ the enemy unit takes a Mortal Wound. Extremely punitive if you get to beat the bravery of any monster ( not common because you have to usually do a 7 or more) but if you believe in the dice god and some really fucked shenanigans (Mega-Gargants are low bravery monsters with &#039;&#039;&#039;35 wounds&#039;&#039;&#039;) go for it.&lt;br /&gt;
#&#039;&#039;&#039;Tendrils of Atrophy:&#039;&#039;&#039; Casting Value 6, pick a visible enemy unit within 12&amp;quot;. That units get -1 to save rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Wild Rampage:&#039;&#039;&#039; Casting Value 6, pick a friendly unit within 12&amp;quot;. Until your next hero phase, That unit can reroll to wound in melee but suffers -1 to their save rolls.&lt;br /&gt;
#&#039;&#039;&#039;Titanic Fury:&#039;&#039;&#039; Casting Value 7, pick a friendly &#039;&#039;&#039;Beast of CHAOS MONSTER&#039;&#039;&#039; within 12&amp;quot;. That monster gets +1 attack to every melee weapon it has.&lt;br /&gt;
#* Titanic Fury is best to cast on units with multiple weapons, Chimera, GARGANT, or Gorgons.&lt;br /&gt;
&lt;br /&gt;
====Dark Storms====&lt;br /&gt;
Thunderscorn wizards get one of these.&lt;br /&gt;
#&#039;&#039;&#039;Thunderwave:&#039;&#039;&#039; Casting Value 7, each unit within 3&amp;quot; suffers d3 mortal wounds. Does not affect &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039;, &lt;br /&gt;
#&#039;&#039;&#039;Hailstorm:&#039;&#039;&#039; Casting Value 6, pick a visible unit within 21&amp;quot;. Halve its run, charge, and &#039;&#039;move&#039;&#039; characteristic&lt;br /&gt;
#&#039;&#039;&#039;Sundering Blades:&#039;&#039;&#039; Casting Value 7, a friendly unit within 18&amp;quot;. Improve their weapons&#039; rend by 1.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Beasts Of Chaos Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaanesh Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].&#039;&#039;&#039; Predatory Spell with 12&amp;quot; flying movement. Casting Value 5. Set up within 6&amp;quot; of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit&#039;s save, they take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].&#039;&#039;&#039;Predatory Spell with 6&amp;quot; flying movement. Casting Value 6. Set up within 18&amp;quot; of the caster. &#039;&#039;Does not affect &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;&#039;&#039;. Units that start a move within 12&amp;quot; of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.&lt;br /&gt;
**Also, after the model moves or is set up, roll 6 dice for each hero within 6&amp;quot;, rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don&#039;t bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].&#039;&#039;&#039; Predatory Spell with 8&amp;quot; flying movement. Casting Value 7. Set up within 12&amp;quot; of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.&lt;br /&gt;
**Also, this model gives -1 bravery to units within 12&amp;quot; unless they are &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;, in which case they get +1 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tzeentch Only:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:&#039;&#039;&#039; (40pts) Summons a floating 12&amp;quot; bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6&amp;quot; movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:&#039;&#039;&#039; (40pts) Summons a magical book that becomes part of the caster&#039;s unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:&#039;&#039;&#039; (50pts) This predatory spell has a...thematic move speed of 9&amp;quot;, and each turn it has 9 chances to deal MWs to the closest unit within 6&amp;quot; on a 5+ (4+ if they&#039;re wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning.&lt;br /&gt;
&lt;br /&gt;
===Greatfrays===&lt;br /&gt;
If you have a Beasts of Chaos army, you can give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique Command Ability, Command Trait, Artifact, and a unique ability. On the downside, your General must take the unique Command Trait, and the first Artifact you give to someone must be your Unique Artifact before you can assign any others. Like the Stormhosts, it&#039;s up to you if you want more freedom to choose, or gain some benefits from having important decisions locked off.&lt;br /&gt;
&lt;br /&gt;
====Allherd====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Bestial Might:&#039;&#039;&#039; Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Booming Roar:&#039;&#039;&#039; You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dominator:&#039;&#039;&#039; An ALLHERD general must have this command trait. You can re-roll charge rolls made for friendly ALLHERD units wholly within 18&amp;quot; of this general if this general is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Blade of the Desecrator:&#039;&#039;&#039; The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator. Pick one of the bearer&#039;s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a rend characteristic greater than -3.&lt;br /&gt;
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====Dark Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shadowbeasts:&#039;&#039;&#039; &#039;&#039;&#039;WARHERD&#039;&#039;&#039; and &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units in a &#039;&#039;&#039;DARKWALKERS&#039;&#039;&#039; army are considered to have the &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Savage Encirclement:&#039;&#039;&#039; at the end of the movement phase, remove a unit 9&amp;quot; away from any enemy unit and wholly 18&amp;quot; of a &#039;&#039;&#039;DARKWALKER&#039;&#039;&#039; hero. Remove it and during your next movement phase return it to the field with the usual Deepstrike restrictions.&lt;br /&gt;
** While you can&#039;t ambush most of your Behemoths with your Allegiance ability. You can do deep-strike them with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Nomadic Leader:&#039;&#039;&#039; Add 1 to run rolls of units wholly within 12&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Desolate Shard:&#039;&#039;&#039; The first &#039;&#039;&#039;DARKWALKERS HERO&#039;&#039;&#039; to receive an artifact of power must be given the Desolate Shard. Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3&amp;quot; of a terrain feature. If they do so, roll a dice for each enemy within 1&amp;quot; of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
** Works best if you ambush your hero and go after terrain-boosted heroes and mages.&lt;br /&gt;
&lt;br /&gt;
====Gavespawn====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Gift of Morghur:&#039;&#039;&#039; If a friendly &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; hero dies, on a roll of a 2+ you can place a Chaos Spawn within 6&amp;quot; of the dead hero. If said guy had a chaos mark Keyword, the spawn gets it as well.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Propagator of Devolution:&#039;&#039;&#039; Pick a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; unit wholly within 12&amp;quot; from a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; Chaos Spawn, at the start of the combat phase. Add 1 attack to all the weapons of that unit until the end of the phase. IF you&#039;ve only played Age of Sigmar/Warhammer fantasy grab the nearest 40k Nid player and get advice on synapse. Spread the spawn around to try and get this bonus to as many beasts as possible. &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: Unravelling Aura:&#039;&#039;&#039; The bearer can dispell one spell per turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;. If he already is one, he can dispell one extra time per turn.&lt;br /&gt;
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*&#039;&#039;&#039;Artefact of Power: Mutating Gnarlblade:&#039;&#039;&#039; One of the weapons of the bearer gets +2 damage, but each time you roll a 1 to hit, the bearer gets a mortal wound.&lt;br /&gt;
**Turns the meh Beastlord into a powerful character. And when he inevitably dies, you (likely) get a spawn!&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) Meh, good at taking Hero challenges but to be honest you&#039;re better off with a Shaman and Doombull as a general. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero. Take him along with some Gors, Bestegors, or Tzaangors into an ambush to support them. &lt;br /&gt;
**There is a thing to be said for this lil&#039; guy: if you give him the gavespawn artifact, he becomes a very scary hero killer with a potential of 18 wounds per combat phase. The artifact is especially good on this guy since he can reroll those very harmful ones to hit. &lt;br /&gt;
**The Volcanic Axe is also a great artifact on him. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts) You need this guy because he is the cheapest Twisted Wilds Caster and he increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. In a brayherd/warherd heavy army, always take at least two.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:&#039;&#039;&#039; (150pts)The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he&#039;s not all that bad in melee, but that is still only a last resort, as he&#039;s too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he&#039;s at it.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (170pts) One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
**Consider using him to cast Sundering Blades on greataxe bullgors. Being able to give some of the most heavily armored units in the game no save shouldn&#039;t be overlooked.&lt;br /&gt;
&lt;br /&gt;
====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts) The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a  +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;. &lt;br /&gt;
**If you make him a Gavespawn and give him the unique artifact, his weapon becomes a damage 5 rend -2 nuke on a stick, fairly able to down a big enemy monster in one turn. This is especially good if you take him as part of the Khorne battalion, since he will reroll 1s to hit most of the time.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your General is a Beastlord or Great Bray Shaman, Min10 Max:30 120/300pts). Silly armor-wearing tits, comparable to Freeguild Greatswords but better, they aren&#039;t a hammer unit like Gorebulls, but they do better at killing and most masses of Gors with shields will create a fair tarpit. If only we had access to good ol&#039; pestigors, now they did their job. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or &#039;&#039;&#039;ORDER&#039;&#039;&#039; units. Spells and command abilities can buff them even more, to the point of being overkill. If you run Brayherd don&#039;t look further for Battleline units, this is where the blood flows.&lt;br /&gt;
** As tempting as it is to run 30 man units for Horde Discount, 32mm bases and very unwieldy model numbers make MSU Bestigors the more obvious choice. 3 10 man units are far more flexible than 1 30 man unit.&lt;br /&gt;
** Chronomantic Cogs and a Bray Shaman general of the Darkwalkers Greatfray using At The Double command ability for a total movement of 19&amp;quot; will nearly guarantee the first turn charge. A group of 20 of these on the charge will obliterate the first unit that they come into contact with, so make sure it&#039;s more valuable than them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:30 70/200pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models.  All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 2 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.&lt;br /&gt;
** There is some confusion about Gor&#039;s true role. They are obviously not as punchy as Bestigors (who are only a mere 30pt upgrade, and also can be battleline with brayherd general so the Battleline argument can&#039;t be used) and they can&#039;t Horde as well as Ungors (32mm bases screws units with 1&amp;quot; weapons). Their +1 attack buff works at 20+ models, which really means taking 30 of them since one shooting phase screws 20 man units, and huge units have their own issues (ask khorne players how fun it is to take huge hordes of 32mm based bloodreavers). Unless you&#039;re really attached to taking Gors, either A. Bestigors are worth the point bump for power, or B. Ungors are your better chaff option that can actually output more attacks with their 25mm bases and 2&amp;quot; spears. &lt;br /&gt;
**A potential option for them given their cheaper price than Bestigors and better durability than Ungors would be as hardy objective and backfield holders. With their relatively good save in combat in large enough squads they can be surprisingly hardy and can make good charge breakers and objective defenders so more killy units like Minotaurs or Bestigors can mop up after. In essence, leave the actual killing to the Bestigors and leave the role of cannon-fodder to the Ungors. The Gors are your hardy shield-wall from enemy counter-attacks.&lt;br /&gt;
**They went down in points to 70....but for some godforsaken reason their horde discount is 200. Aka 10pts cheaper than 210. Gors would have been so much more palatable at 180pts. I guess someone at GW was like &#039;&#039;&amp;quot;ooooh nooo! gors can&#039;t be cheaper than ungors!&amp;quot;&#039;&#039;. Most pointless horde discount in the game confirmed?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The main reason you use regular Ungors is so you can sacrifice them to summon more units. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Once the Herdstone kicks in, their poor Bravery becomes moot.&lt;br /&gt;
**Ironically Ungors with spears become crazy scary in Slaanesh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Tzaangor Shaman, Min10 Max:30 180). Incredible. They are slightly slower gors with more attacks and an extra wound. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between three weapons, twin swords, sword and shield, and Greatsword (only two on every five models can use Greatswords). The shield gives you a nice save-after-the-save, the twin swords get you better hit rolls and the Greatblade only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a nice rule where you gain +1 attack to all weapons if you have 9 or more models. Since this stacks nicely with the few strong attacks from the Greatblade, you want Greatblades if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. The good thing? You can mix-and-match so that you can do both! They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if the Tzaangors have Wizards chilling with them. Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish. There 0 to no reason to not include them in a Tzeentch Beast army.&lt;br /&gt;
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====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Doombull, Min3 Max:12 140pts). Get the same Bloodgreed rule as the Doombull, а  weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they respectively give +1 to charge rolls and +1 Bravery for each enemy unit within 12&amp;quot; of them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
** Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
**Cynical BoC players say that as cool as Minotaurs/Bullgors are, they&#039;re statistically inferior to Tzaangor Enlightened on Disks. Up to your own experiences though.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Dragon Ogor Shaggoth, Min3 Max:12 130pts). Not bad, either. Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps.&lt;br /&gt;
**Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). Combine this with Desolation battalion (RAW it affects shooting) for some hilarious extra Dakka.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
**Don&#039;t underestimate these old models. They can be taken in many battalions and are pretty cheap for minimum units. Too bad it&#039;ll cost you an arm and a leg for either official models - or you convert them cheaply from Marauder Horsemen. While chariots may be the better (and cheaper) unit, having some centigors isn&#039;t a terrible idea.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don&#039;t like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:&#039;&#039;&#039; (Min:3 Max9 100pts) Elite Tzaangors on foot. They have a beautiful psychological tool in the &#039;&#039;Guided by the Past&#039;&#039; ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3&amp;quot; has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful rerolls or let them attack first and pray he&#039;ll still have models left once they&#039;re done. Nearby Tzaangor Shamans buff the hit rolls of Enlightened spears and beaks by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Discs of Tzeentch]:&#039;&#039;&#039; (Min:3 Max9 180pts) Same profile as above with 10&amp;quot; extra Move, Fly, an extra Wound and a massively scary melee profile on top of their own massively scary melee profile.&lt;br /&gt;
**with the point increase as of 2020 these are probably your best value for summoning, especially if you are Allherd.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:&#039;&#039;&#039; (Min:3 Max9 200pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don&#039;t wanna imagine that scene). They have the obscene 16&amp;quot; Movement of the Enlightened, the 24&amp;quot; range of the Kurnoth Hunters and unmodified 6 Hit rolls immediately deal Mortal Wounds. This is even stronger considering close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1. You owe yourself a favor playing this guys, considering the rest of your army has an abbysal range damage potential, the archer chickens shine even more.&lt;br /&gt;
&lt;br /&gt;
====Others====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; (Min:1 Max6 50pts) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save makes for pretty hardy models. It can also dedicate itself to a chaos god.&lt;br /&gt;
**You&#039;ll need a few of these guys for Gavespawn, even if you go crazy and field 6 heroes to transform.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Chaos_Warhounds.pdf Chaos Warhounds]:&#039;&#039;&#039; (Min:10 Max30 80/210pts) They&#039;re warhounds. Each is just as durable and twice as powerful in combat as a Marauder but without any of the buffs and an awful Bravery of 4. They&#039;re pretty fast, though, so that&#039;s good. Use them with Bulls after they break the lines send in Warhounds to mop them up quickly.&lt;br /&gt;
**Combat wise these guys are TERRIBLE compared to Centigors (who cost the same points). BUT they have one interesting use, the cheapest source of Cavalry sized bases. Wanna prevent ambushing and deep strikes? Have a unit of warhounds make a hilariously long conga line!&lt;br /&gt;
**Honestly Warhounds might be in every third or so army if they were Battleline like other faction hounds (dire wolves and flesh hounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:&#039;&#039;&#039; (90pts) It&#039;s a cheap flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn&#039;t lose effectiveness as it gets damaged. It&#039;s Petrifying Gaze has you pick a unit in range (10&amp;quot;), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razorgor-en.pdf Razorgors]:&#039;&#039;&#039; (Min:1 Max6 50pts) The bacon missile! A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10&amp;quot; move and 4 above average attacks, that on the charge that deal additional Mortal wounds on unmodified 6s to hit. Razorgors look threating glancing at the warscroll, Making them good Distraction Carnifexes. They are as cheap to field in large numbers.&lt;br /&gt;
**Addicted to ambushing? Razorgors will be able to fulfill your &amp;quot;one unit per ambushing unit&amp;quot; tax very cheaply.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlaangorFiendbloods.pdf Slaangor Fiendbloods]:&#039;&#039;&#039; (Min:3 Max:12 140pts) They have the beasts of chaos keywords so you can take them on this aliegance, but they lack Brayherd so no ambush or speed boost from the great bray shaman. No Warherd keyword so no healing or +1 to wound from bullgors. No hero unit to buff them like the Tzaangors have. Utter garbage even in their own list. Just ignore them.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chimera-en.pdf Chimera]:&#039;&#039;&#039; (220pts) Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That&#039;s the equivalent of &#039;point-click-die&#039; to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested too long for it to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 3 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 3 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 3 attacks with a 4/4+, -1 rend and 2 damage. Also has 6 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it&#039;s 5+ save won&#039;t do a huge amount to block any artillery fire that&#039;s aiming at it unless you have other deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it&#039;s still moving. It also gets +2 to charge rolls so this makes doing so a little easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039;(140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a &#039;&#039;model&#039;&#039; so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. &lt;br /&gt;
** If you are using the Darkwalker Greatfray, then you can ambush this badboy up your opponent&#039;s ass with quick ease and with an entourage of other &#039;&#039;&#039;WARHERD&#039;&#039;&#039; to support it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-jabberslythe-en.pdf Jabberslythe]:&#039;&#039;&#039;(160pts) It screams [[Distraction Carnifex]]. A fast flying monster with 10 wounds, -2 rend attacks, acid blood that mortal wounds enemies that wound it on 4+. Its unique gimmick is that at the start of the hero phase, each enemy within 6&amp;quot; can&#039;t do anything on a roll of 6. This monsters goal is to draw in an enemy fire while getting in the center of enemy lines to disrupt formations. The threat of being shut down for a turn is unlikely, it’s still credible, so use it to chase units out of position.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-gargant-en.pdf Chaos Gargant]:&#039;&#039;&#039; (170pts) he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model&#039;s wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished in a 2&amp;quot; radius within 3&amp;quot;, suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn&#039;t charge. Also, gain the ability to take a mortal wound if near a Beast of Chaos hero in exchange for +1 attack to all his weapons.&lt;br /&gt;
**Wack him with your hero and stack Titanic Fury, suddenly the humble gargant has 6 extra attacks with 2 of his weapons normally being 1 attack wonders. Not as cool as Titanic Fury on a Chimera though.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Herdstone.pdf Herdstone]:&#039;&#039;&#039; This big ass untraversable piece of scenery exudes not one but two nasty ass auras, both with a 6&amp;quot; range, one that make your guys autopass battleshock tests if wholly within the range and the other lowers enemy save stat by 1. Already pretty good rigth? Well, what if I told you that said auras increase their range by 6&amp;quot; each turn? Yikes. Enjoy your 24&amp;quot; no battleshock and basically +1 rend bubble at turn 4. Also you can use it to sacrifice your poor ungors with the Primordial Call mechanic.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brass Despoilers (180 p)&#039;&#039;&#039; (Min: 620.pt. Max: 10770.pt.) &#039;&#039;1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Khorne&#039;&#039;&#039; Keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9&amp;quot; another unit from this Battalions. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase.&lt;br /&gt;
***Might as well just pick Bullgors instead the other gor flavors. This battalion does not include any wizard (wonder why...) so no Bray Shamans, so no extra movement.&lt;br /&gt;
***Well nothing prevents you from simply fielding separate wizards, just that they won&#039;t be part of the one drop.&lt;br /&gt;
**Pair up units of centigors for scarily accurate flankers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantasmagoria of Fate (180 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; keyword and non-wizards can unbind spells within 9&amp;quot; as if they were wizards. &lt;br /&gt;
***Might just as well use only Tzaangors, over regular shaggies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Throng (180 p)&#039;&#039;&#039; (Min: 470.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+.&lt;br /&gt;
**Field 7 single unit of chariots as part of the battalion for 7 amazingly cheap and surprisingly punchy nurgle bombs.&lt;br /&gt;
**Combine this with Gavespawn. Then field 4 Beastlords and send them straight into the enemy. They might actually get a few kills before blowing up in a nurgle shower, then having a spawn take their place (sadly won&#039;t further explode). Maybe if you have the points up them into Doom Bulls for more threatening and bigger base nurgle bomb into spawn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Depraved Drove (150 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors , Dragon Ogors; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Slaanesh&#039;&#039;&#039; Keyword and Re-roll failed charge roll if the unit is within 12&amp;quot; of an enemy hero with an Artifact and re-rolls To-Hit if the target has an Artifact.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desolating Beastherd (150 p)&#039;&#039;&#039; (Min: 640.pt. Max: 5330.pt.) &#039;&#039;1 Beastlord or Doombull, 1-3 Great Bray-Shamans, 1-3 units of Bestigors or Bullgors in combination, 1-3 units of Gors or Tuskgor Chariots in combination, 2-6 units of Ungors or Ungor Raiders in combination, 0-1 Ghorgon or Cygor.&#039;&#039;&lt;br /&gt;
**  If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
**Hilarious with Ungor Raiders as THEY have to be in the enemies territory but NOT the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hungering Warherd (150 p)&#039;&#039;&#039; (Min: 950.pt. Max: 2790.pt.) &#039;&#039;1 Doombull, 3 Bullgors, 1-3 combination Cygor or Ghorgons &#039;&#039;&lt;br /&gt;
** Gives a +3&amp;quot; to pile ins.&lt;br /&gt;
** This sounds neat! But doesn&#039;t change the actual range of pile in &amp;quot;range&amp;quot;. You still have to be able to pile in to get the bonus pile in range, so you can&#039;t be 6&amp;quot; away and then pile in 6&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauding Brayherd (180 p)&#039;&#039;&#039; (Min: 970.pt. Max: 8100.pt.) &#039;&#039;Beastlord, 1-3 Great Bray-Shaman, 2-6 combination Bestigors or Tustgor chariot, 3-9 Gors, 4-12 Combination Ungors, Ungors Raider, or Centigor&#039;&#039;&lt;br /&gt;
**  Give +1 to charges to Brayherd unit are set up on the table.&lt;br /&gt;
** Whoever made this battalion apparently didn&#039;t read the other battalions despite them existing in the nearby pages. Why? because not only does this battalion cost quite a bit (more than the Desolation Beastherd) but requires an INSANE amount of units taxes. 3 gor units and 4 ungor unit is very hefty, especially for an ability that only works once (or twice with Dark Walkers). Meanwhile most other battalions in the book just need 3-4 units minimum.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderscorn Stormherd (160 p)&#039;&#039;&#039; (Min: 790.pt. Max: 5770.pt.) &#039;&#039;1-3 Dragon Ogor Shaggoths, 3-9 units of Dragon Ogors &#039;&#039;&lt;br /&gt;
** During Each of your Hero phase, units from the Battalion heals 1 wound on a 4+, then enemies within 1&amp;quot; take 1 mortal wound on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Start Collecting Box)&#039;&#039;&#039; (Min: 460.pt. Max: 500.pt.) &#039;&#039;1 Great Bray-Shaman, 1 unit of Ungors or Ungors Raider, 1 unit of Bestigors, 1 unit of Cygor or Ghorgon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Older Formations:&lt;br /&gt;
&lt;br /&gt;
==Army building==&lt;br /&gt;
&lt;br /&gt;
* 3 start collecting boxes and a Herdstone is a pretty good start. Around 1400-1500 points. &lt;br /&gt;
* A shaman or two (at least) is practically mandatory must, he&#039;ll buff your shaggymen or debuff enemy units to piss off your opponent.&lt;br /&gt;
* Bullgors, in groups of 6 are great at charging the enemy and breaking lines.&lt;br /&gt;
* 20-40 Ungors. Not really good at anything except holding ground, soaking up potentially devastating charges and getting fed into the grinder for more Call points - but that&#039;s enough. Don&#039;t ever bother with but giving them bows or spears. Useful for cheap summons that can outflank on later turns and capture an objective near the end of the game. Keep them in range of your Herdstone and you&#039;ll get much more use out of them than their mediocre bravery would suggest. &lt;br /&gt;
* Bestigors are amazing at dismantling stuff on the charge, especially order units - just don&#039;t let them get charged, because they will go down hard if this happens.&lt;br /&gt;
* 0 or 30 Gors. Either go big with a unit with a huge number that can maul things, or don&#039;t bother with them at all. Don&#039;t use them as charge breakers - you have Ungors for that. &lt;br /&gt;
* Cygors, take two or three, useful to have some long range siege weapons and great at annoying enemy wizards.&lt;br /&gt;
* Have fun with your big monsters. Chimeras and gargants are particularly fun, and can be devastating if supported by some buffs. Both of the big cows are worth the points investment most of the time, and the rest of the monsters are kinda meh, but don&#039;t cost too many points either.&lt;br /&gt;
&lt;br /&gt;
* A note on dragon ogors - they suck. They&#039;re not worth the monetary OR points investment, unless you&#039;re a huge fan of the models and just want to push them around on the battlefield. They just don&#039;t do much, even when they are well supported. The Shaggoth looks like he could be monstrous, but is actually inferior to a doombull. &lt;br /&gt;
&lt;br /&gt;
*For a general non-tzeentch themed list consider the following:&lt;br /&gt;
***General of your choice&lt;br /&gt;
***Ungors/Chaos Warhounds - for scouting and screening&lt;br /&gt;
***Large unit of Bestigors/a couple of ghorgons/some units of bullgors - for the actual killing&lt;br /&gt;
***Spawn/other chaff unit - cheap backfield objective holding&lt;br /&gt;
***Don&#039;t bother with battalions, unless you mean to take the Khorne, Nurgle or Tzeentch one. Those three are excellent, the others are... interesting, but clunky at best and downright ridiculously bad at worst.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;[[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness | Slaves to Darkness]]&#039;&#039;&#039;: Only them. Warriors and Knights are always good picks in any army it can use them. This guys are even better with marked Beasts, since you can share the god keyword for funny shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
For the Nurgle battalion you can take a bunch of minimum size units and smash them into opponents for a ton of free splash mortal wounds. Take Gavespawn for extra hilarity to have some of those bombs become spawn.&lt;br /&gt;
&lt;br /&gt;
For how efficient the primoridal call points are, alot of value can be generated by having a bray-shaman sacrifice ungors near the herdstone. You can easily get 3 to 4 points on in your first hero phase and summon a new unit off the bat. Chariots make a good choice as they cost 3 primordial call points but cost 60 matched play points and with the ability to reroll charges you might even be able to charge with it the turn it comes out. Chaos spawn are another choice at 3 point for 50 matched play points.&lt;br /&gt;
&lt;br /&gt;
A unit of 10 ungors can fill a battle line slot and provide cheap wounds for your blood sacrifices.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19073</id>
		<title>Age of Sigmar/Tactics/Chaos/Beasts Of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Beasts_Of_Chaos&amp;diff=19073"/>
		<updated>2021-03-23T13:47:22Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0: /* Why Play Beasts Of Chaos? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Beasts Of Chaos|Logo=Beasts-of-chaos-art1.jpeg|Alliance=Chaos|Lore=Beasts Of Chaos|Motto= Cry havoc, and let slip the beasts of war.}}&lt;br /&gt;
&lt;br /&gt;
Step aside Mr. Everchosen. The Cloven Ones are here to prove themselves as the true Children of Chaos.&lt;br /&gt;
&lt;br /&gt;
==Why Play Beasts Of Chaos?==&lt;br /&gt;
* Because you thought Satyrs in Greek mythology were better at killing and raiding than being pipe players.&lt;br /&gt;
** They got some rad musicians.&lt;br /&gt;
** Really, you just want Grimdark Satyrs-slash-Pop culture barbarians.&lt;br /&gt;
*You like armies that are styled around CELTIC warbands, you have shamans and minotaurs, not to mention big fuckin monsters.&lt;br /&gt;
* Because they look cool with their horns and shaggy fur.&lt;br /&gt;
* Because Chaos Warriors are too civilized as most of them don&#039;t shit where they stand, have fleas, and smell like piss all year round.&lt;br /&gt;
* You like [[Dragon Ogres|massive, lightning-eating foot dragons]] native to the [[Warhammer Fantasy Battle |World-That-Was]] who made a shitty pact with the Chaos Gods.&lt;br /&gt;
* Because you played Total War: Warhammer and were too dumb to manage cities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
* Can swarm the board with cheap fast and flanking Brays, big stompy people eating minotaurs or big ass dragon ogres. Oh wait, you can do all of them at once. &lt;br /&gt;
* CHARIOTS! three straight into that dwar- I mean duardin shield wall &lt;br /&gt;
* Monsters. Monsters everywhere.&lt;br /&gt;
* Almost everything is fast as fuck, boi. &lt;br /&gt;
* You can watch civilization crumble into ruin with one of the most annoying magic lore in the game and a terrain piece which makes those Stormcast tincans look like they&#039;re covered in smartphone screens instead of actual armor.&lt;br /&gt;
** In fact, you probably have one of the best anti-armor in the game with how many ways you can increase rend and the Herdstone&#039;s anti-save aura&lt;br /&gt;
* Chaos Spawns are now pretty damn gooSPRVMWGLWLM &lt;br /&gt;
** Praise Morghur! Great Devolver!&lt;br /&gt;
*You can mark your herds with any of the 4 chaos marks!&lt;br /&gt;
* Individual models are quick, fun and relatively easy to paint (although they are old as shit, so the paint WILL come off)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Beasts of Chaos was one of the first AoS 2.0 Battletomes....and it is starting to show a bit. You could run a Slaanesh Allegiance Beast army and probably do just as good if not better than the actual BoC Allegiance.&lt;br /&gt;
* Weak and few ranged units, except for the monsters and skyfires.&lt;br /&gt;
* Ungors, even with bows are still ungors and not even battleline...&lt;br /&gt;
* If you are not a bestigor or a melee hero, your armor is probably defined as &amp;quot;loincloth&amp;quot;.&lt;br /&gt;
* Almost all of your models are real old.&lt;br /&gt;
* Unless you are a lucky bastard son of a mutant bird or a gender-confused hedonistic goat, the only truly devoted Beastmen models are Tzaangors and Slaangors (and the latter are very pricey to make an army of these models). Want some hound-or-lion-faced Khornegors? Some horrendously deformed Pestigors? You will need tons of green stuff if you wanna do that. And only aesthetically, no actual rules for them!&lt;br /&gt;
** GW seems to be rectifying this problem as they&#039;ve realized &amp;quot;Oh shit, people actually like these guys, we should give them more stuff!&amp;quot; Slaangors have recently been announced for Hedonites of Slaanesh, and it&#039;s safe to assume Beasts of Chaos are going to get them too.&lt;br /&gt;
* Only Slaves to Darkness allies, so no Ogroid Thaumaturges for purely Tzeentch brayherds.&lt;br /&gt;
* Whilst individual models are quick to paint, you&#039;ll be needing LOADS of them, so get your paints and brushes ready, because you&#039;ll be painting for a while.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Beasts Of Chaos|points=[https://www.warhammer-community.com/wp-content/uploads/2018/10/5335ef41.pdf Beasts Of Chaos Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd Ambush:&#039;&#039;&#039; You can set up a &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; unit into an ambush during deployment for each &#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039; you place on the board during setup. At the end of your first movement phase, you must place them within 6&amp;quot; of the board edge and more than 9&amp;quot; away from any enemy models. &lt;br /&gt;
**While not as flexible as some other deepstriking abilities (Stormcasts, Nighthaunt) it can be an effective way of getting large Brayherd hordes quickly up the board when confronting the enemy and taking objectives. Many artillery crews find it hard to worry about shooting down a monster when goatmen are next to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Gorge:&#039;&#039;&#039; At the end of a combat phase when a Warherd destroys a unit, heal d3 wounds, good to Rejuvenate injured bulls after a fight&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creatures of the Storm:&#039;&#039;&#039; During the start of your Hero phase, each Thunderscorn unit rolls a d6 and move that many inches if not within 3&amp;quot; of an enemy nor move within 3&amp;quot; of them. Good to get your Dragon Ogors closer to their targets or get them out of danger in rare circumstance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primordial Call:&#039;&#039;&#039; At the start of your turn, gain a Primordial point. You can gain more during your hero phase by having a Beasts Of Chaos Hero sacrifice another unit if both are within 3&amp;quot; of a Herdstone. if you do, inflict d3 mortal wounds on the sacrificed unit and gain that many points for each wound that is lost. At the end of your movement phase, you can spend points to summon one or more units and place them on the board in the same manner as Brayherd Ambush. As tempting as it is to hoard points to get the big monsters, you have no great way to accumulate Primordial points quickly enough to be effective. Your best use is to summon objective grabbers and holders like Bestigors and Gors with Shields, or a chariot to tie up their backline artillery and archers.&lt;br /&gt;
** Chimera &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Ghorgon &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Skyfires &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
** Chaos Gargant &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** Cygor &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 10 Tzanngors &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
** 3 Bullgors &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** Jabberslythe &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
** 3 Dragon Ogors &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 3 Tzaangor Enlightened on Discs of Tzeentch &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
** 10 Bestigors &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** Cockatrice &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** Tzaangor Enlightened &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
** 5 Centigors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 chaos Warhounds &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Gors &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungor Raiders &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
** Chaos Spawn &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Tuskgor Chariot &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** Razorgor &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
** 10 Ungors &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Brayherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Bestial Cunning:&#039;&#039;&#039; Up to half (rounding down) of your Ambushing units can arrive during your second movement phase instead of the first. &lt;br /&gt;
*&#039;&#039;&#039;Indomitable Beast:&#039;&#039;&#039; Gain 1 Wound characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Apex Predator:&#039;&#039;&#039; Re-roll the general&#039;s wounds rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Despoiler:&#039;&#039;&#039; Enemies don&#039;t benefit from cover when they are 12&amp;quot; of the general. Remember, cover works in melee in AoS, so it might be worth a look.&lt;br /&gt;
*&#039;&#039;&#039;Oracle of the Dark:&#039;&#039;&#039; -1 Bravery penalty to enemies within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Shadowpelt:&#039;&#039;&#039; -1 to hit rolls from attack that came over 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Warherd Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Eater of Heroes:&#039;&#039;&#039; Re-roll failed hits that target heroes.&lt;br /&gt;
*&#039;&#039;&#039;Rampant Juggernaut:&#039;&#039;&#039; Re-roll charge rolls for Warherd units wholly within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Gorger:&#039;&#039;&#039; Warherd units wholly within 12&amp;quot; always heal 3 wounds from Bloodgorge.&lt;br /&gt;
*&#039;&#039;&#039;Gouge-tusks:&#039;&#039;&#039; Roll a dice for an enemy within 3&amp;quot; at the end of the combat phase. on a 2-5 deal 1 mortal wound, and on a 6 deal d3.&lt;br /&gt;
*&#039;&#039;&#039;Roaring Brute:&#039;&#039;&#039; Subtract 1 from enemy bravery within 12&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Rugged Hide:&#039;&#039;&#039; Reduce the rend of attacks against the general by 1 &lt;br /&gt;
&lt;br /&gt;
====Thunderscorn Alphabeast====&lt;br /&gt;
*&#039;&#039;&#039;Tempestuous Tyrant:&#039;&#039;&#039; Re-roll wound roll against monsters&lt;br /&gt;
*&#039;&#039;&#039;Magnetic Monstosity:&#039;&#039;&#039; Enemies within 3&amp;quot; can&#039;t retreat.&lt;br /&gt;
*&#039;&#039;&#039;Father of the Storm:&#039;&#039;&#039; You can reroll the Creatures of the Storm Trait&lt;br /&gt;
*&#039;&#039;&#039;Lighting-fast Monstrosity:&#039;&#039;&#039; Attacks first &#039;&#039;before&#039;&#039; all others during the combat phase if you charge&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Scales:&#039;&#039;&#039; Add 1 to save rolls&lt;br /&gt;
*&#039;&#039;&#039;Ancient Beyond Knowing:&#039;&#039;&#039; At the start of the first battle round, gain d3 command points.&lt;br /&gt;
&lt;br /&gt;
===Artifacts of Power===&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Brayherd====&lt;br /&gt;
#&#039;&#039;&#039;Ramhorn Helm:&#039;&#039;&#039; After a charging pick a enemy unit within 1&amp;quot;. That unit gets D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Brayblast Trumpet:&#039;&#039;&#039; Brayherds ambushing within 18&amp;quot; of the bearer get +1 to hit. Really useful to get your ungors raiders in make some good shooting after a well placed ambush. With their ability a 3+ means that they re-roll every missed hit at 20 or more models.&lt;br /&gt;
#&#039;&#039;&#039;The Knowing Eye:&#039;&#039;&#039; You get a command point on a 4+ at the start of your hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Volcanic Axe:&#039;&#039;&#039; One of the bearer weapons get +1 damage and 6 To-Hit inflicts an extra mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Bleating Gnarlstaff:&#039;&#039;&#039; If the bearer is within 1&amp;quot; of a terrain, roll a dice. On a 3+ all enemy units 1&amp;quot; from the terrain gets a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Troggoth-hide Cloak:&#039;&#039;&#039; The bearer regenerate 1 wound at the start of your hero phase.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Warherds====&lt;br /&gt;
#&#039;&#039;&#039;Cleaver of the Brass Bull:&#039;&#039;&#039; Add 1 to the rend of one of the bearers weapons. Also, if you roll a 6 to hit with said weapon it gets +1 damage for that attack.&lt;br /&gt;
#&#039;&#039;&#039;Gilded Horns:&#039;&#039;&#039; After a charge, pick an enemy unit within 1&amp;quot; and roll a number of dice equal to your charge roll. For every 5+ inflict one mortal wound to the enemy unit&lt;br /&gt;
#&#039;&#039;&#039;Gliph-etched Talisman:&#039;&#039;&#039; The bearer can unbind a spell for turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Blackened Armor of Chaos:&#039;&#039;&#039; The bearer ignores mortal wounds on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Champion&#039;s Doomcloak:&#039;&#039;&#039; Add 2 to charge rolls for the bearer. &lt;br /&gt;
#&#039;&#039;&#039;Herdstone Shard:&#039;&#039;&#039; &#039;&#039;&#039;BULLGOR&#039;&#039;&#039; units wolly within 6&amp;quot; from the bearer trigger the Bloodgreed ability on a roll of 5 or 6.&lt;br /&gt;
&lt;br /&gt;
====Spoils of the Thunderscorn====&lt;br /&gt;
#&#039;&#039;&#039;Ancestral Azyrite Blade:&#039;&#039;&#039; One of the bearer&#039;s weapons gets 2 better rend.&lt;br /&gt;
#&#039;&#039;&#039;Lightning-chained bracers:&#039;&#039;&#039; The bearer can reroll hits, all of your &#039;&#039;hits&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Thunderstrike Lodestone:&#039;&#039;&#039; Once per battle you can activate this to gain D3 wounds and deal 1 mortal wound to enemy units within 1&amp;quot; on a 2+.&lt;br /&gt;
#&#039;&#039;&#039;Horn of the Tempest:&#039;&#039;&#039; &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units wholly within 18&amp;quot; can run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Tanglehorn Familiars:&#039;&#039;&#039; Once per battle you can pick an enemy wizard within 12&amp;quot; in the enemy hero phase. They can&#039;t cast any spell in that phase.&lt;br /&gt;
#&#039;&#039;&#039;Ruinous Icon:&#039;&#039;&#039; The bearer can ignore the effects of spells and endless spells on a 4+.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
====Twisted Wilds====&lt;br /&gt;
Brayherd wizards pick a spell from here&lt;br /&gt;
#&#039;&#039;&#039;Viletide:&#039;&#039;&#039; Casting Value 6, an enemy within 12&amp;quot; takes d3 mortal wounds, d6 if within 6&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Vicious Stranglethorns:&#039;&#039;&#039; cast 7, each enemy within 3&amp;quot; of a terrain takes d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Savage Dominion:&#039;&#039;&#039; Casting Value 5, pick an enemy &#039;&#039;&#039;MONSTER&#039;&#039;&#039; and if you beat their bravery on a 2d6, they move to the closest model. pick an enemy 1&amp;quot; of it and roll a number of dice equal to the monster&#039;s wound characteristic. on a 4+ the enemy unit takes a Mortal Wound. Extremely punitive if you get to beat the bravery of any monster ( not common because you have to usually do a 7 or more) but if you believe in the dice god and some really fucked shenanigans (Mega-Gargants are low bravery monsters with &#039;&#039;&#039;35 wounds&#039;&#039;&#039;) go for it.&lt;br /&gt;
#&#039;&#039;&#039;Tendrils of Atrophy:&#039;&#039;&#039; Casting Value 6, pick a visible enemy unit within 12&amp;quot;. That units get -1 to save rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Wild Rampage:&#039;&#039;&#039; Casting Value 6, pick a friendly unit within 12&amp;quot;. Until your next hero phase, That unit can reroll to wound in melee but suffers -1 to their save rolls.&lt;br /&gt;
#&#039;&#039;&#039;Titanic Fury:&#039;&#039;&#039; Casting Value 7, pick a friendly &#039;&#039;&#039;Beast of CHAOS MONSTER&#039;&#039;&#039; within 12&amp;quot;. That monster gets +1 attack to every melee weapon it has.&lt;br /&gt;
#* Titanic Fury is best to cast on units with multiple weapons, Chimera, GARGANT, or Gorgons.&lt;br /&gt;
&lt;br /&gt;
====Dark Storms====&lt;br /&gt;
Thunderscorn wizards get one of these.&lt;br /&gt;
#&#039;&#039;&#039;Thunderwave:&#039;&#039;&#039; Casting Value 7, each unit within 3&amp;quot; suffers d3 mortal wounds. Does not affect &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039;, &lt;br /&gt;
#&#039;&#039;&#039;Hailstorm:&#039;&#039;&#039; Casting Value 6, pick a visible unit within 21&amp;quot;. Halve its run, charge, and &#039;&#039;move&#039;&#039; characteristic&lt;br /&gt;
#&#039;&#039;&#039;Sundering Blades:&#039;&#039;&#039; Casting Value 7, a friendly unit within 18&amp;quot;. Improve their weapons&#039; rend by 1.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Beasts Of Chaos Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slaanesh Only:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Wheel_Of_Excruciation_ENG.pdf Wheels of Excruciation].&#039;&#039;&#039; Predatory Spell with 12&amp;quot; flying movement. Casting Value 5. Set up within 6&amp;quot; of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit&#039;s save, they take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Mesmerising_Mirror_ENG.pdf Mesmerising Mirror].&#039;&#039;&#039;Predatory Spell with 6&amp;quot; flying movement. Casting Value 6. Set up within 18&amp;quot; of the caster. &#039;&#039;Does not affect &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;&#039;&#039;. Units that start a move within 12&amp;quot; of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.&lt;br /&gt;
**Also, after the model moves or is set up, roll 6 dice for each hero within 6&amp;quot;, rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don&#039;t bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Dreadful_Visage_ENG.pdf Dreadful Visage].&#039;&#039;&#039; Predatory Spell with 8&amp;quot; flying movement. Casting Value 7. Set up within 12&amp;quot; of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.&lt;br /&gt;
**Also, this model gives -1 bravery to units within 12&amp;quot; unless they are &#039;&#039;&#039;CHAOS SLAANESH&#039;&#039;&#039;, in which case they get +1 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tzeentch Only:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Burning-Sigil-of-Tzeentch-en.pdf Burning Sigil of Tzeentch]:&#039;&#039;&#039; (40pts) Summons a floating 12&amp;quot; bubble of RANDOM, with a mix of results helpful and harmful to a single unit. (d3 MWs that risks a Chaos Spawn if someone dies, halved movement, d6&amp;quot; movement after running, +1 attacks, or -1 to hit) The issue is that this sigil cannot move on its own, meaning that you really need to find a good place to set it up and then pray some more that Tzeentch blesses your rolls for the right results.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tome-of-Eyes-en.pdf Tome of Eyes]:&#039;&#039;&#039; (40pts) Summons a magical book that becomes part of the caster&#039;s unit. Alongside letting the caster reroll any casting tests, it lets results of snake eyes or double 6s count as auto-casting with immunity to dispels (though the caster also takes d3 MWs in the process) and grants a special spell that deals mortal wounds and robs the target of 1 point of Bravery for each casualty you deal. What better way to stick it to those filthy rats than to smite them with your evil spellbook and then see them fail battleshock for once?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Daemonic-Simulacrum-en.pdf Daemonic Simulacrum]:&#039;&#039;&#039; (50pts) This predatory spell has a...thematic move speed of 9&amp;quot;, and each turn it has 9 chances to deal MWs to the closest unit within 6&amp;quot; on a 5+ (4+ if they&#039;re wizards). While the range is nice for a spell that would otherwise be considered underwhelming, it also leaves you very open to the chance of it all being for naught on a bad roll. Potential to backfire horribly if your opponent gets to move it so be wary of positioning.&lt;br /&gt;
&lt;br /&gt;
===Greatfrays===&lt;br /&gt;
If you have a Beasts of Chaos army, you can give it a Greatfray Keyword. This works exactly like the Stormcast version - everyone in your army gains the Keyword, except any named characters (not that you have any right now). On the upside, you get a unique Command Ability, Command Trait, Artifact, and a unique ability. On the downside, your General must take the unique Command Trait, and the first Artifact you give to someone must be your Unique Artifact before you can assign any others. Like the Stormhosts, it&#039;s up to you if you want more freedom to choose, or gain some benefits from having important decisions locked off.&lt;br /&gt;
&lt;br /&gt;
====Allherd====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Bestial Might:&#039;&#039;&#039; Subtract 1 from battleshock rolls made for ALLHERD units in the battleshock phase if they were picked to fight in the combat phase of the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Booming Roar:&#039;&#039;&#039; You can use this command ability at the start of your hero phase if your general is on the battlefield. If you do so, you receive 1 Primordial Call point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dominator:&#039;&#039;&#039; An ALLHERD general must have this command trait. You can re-roll charge rolls made for friendly ALLHERD units wholly within 18&amp;quot; of this general if this general is within 3&amp;quot; of any enemy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Blade of the Desecrator:&#039;&#039;&#039; The first ALLHERD HERO to receive an artefact of power must be given the Blade of the Desecrator. Pick one of the bearer&#039;s melee weapons. Improve the Rend characteristic of that weapon by 1 for attacks that target a unit of 10 or more models. Improve the Rend characteristic of that weapon by 2 instead for attacks that target a unit of 20 or more models. Attacks made by this weapon cannot have a rend characteristic greater than -3.&lt;br /&gt;
&lt;br /&gt;
====Dark Walkers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shadowbeasts:&#039;&#039;&#039; &#039;&#039;&#039;WARHERD&#039;&#039;&#039; and &#039;&#039;&#039;THUNDERSCORN&#039;&#039;&#039; units in a &#039;&#039;&#039;DARKWALKERS&#039;&#039;&#039; army are considered to have the &#039;&#039;&#039;BRAYHERD&#039;&#039;&#039; keyword for the purposes of the Brayherd Ambush battle trait. In addition, up to half (rounding up) of the reserve units that are set up in ambush can arrive in your second movement phase instead of your first movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Savage Encirclement:&#039;&#039;&#039; at the end of the movement phase, remove a unit 9&amp;quot; away from any enemy unit and wholly 18&amp;quot; of a &#039;&#039;&#039;DARKWALKER&#039;&#039;&#039; hero. Remove it and during your next movement phase return it to the field with the usual Deepstrike restrictions.&lt;br /&gt;
** While you can&#039;t ambush most of your Behemoths with your Allegiance ability. You can do deep-strike them with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Nomadic Leader:&#039;&#039;&#039; Add 1 to run rolls of units wholly within 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Desolate Shard:&#039;&#039;&#039; The first &#039;&#039;&#039;DARKWALKERS HERO&#039;&#039;&#039; to receive an artifact of power must be given the Desolate Shard. Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 3&amp;quot; of a terrain feature. If they do so, roll a dice for each enemy within 1&amp;quot; of that terrain feature. On a 4+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
** Works best if you ambush your hero and go after terrain-boosted heroes and mages.&lt;br /&gt;
&lt;br /&gt;
====Gavespawn====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Gift of Morghur:&#039;&#039;&#039; If a friendly &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; hero dies, on a roll of a 2+ you can place a Chaos Spawn within 6&amp;quot; of the dead hero. If said guy had a chaos mark Keyword, the spawn gets it as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Propagator of Devolution:&#039;&#039;&#039; Pick a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; unit wholly within 12&amp;quot; from a &#039;&#039;&#039;GAVESPAWN&#039;&#039;&#039; Chaos Spawn, at the start of the combat phase. Add 1 attack to all the weapons of that unit until the end of the phase. IF you&#039;ve only played Age of Sigmar/Warhammer fantasy grab the nearest 40k Nid player and get advice on synapse. Spread the spawn around to try and get this bonus to as many beasts as possible. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Unravelling Aura:&#039;&#039;&#039; The bearer can dispell one spell per turn like a &#039;&#039;&#039;WIZARD&#039;&#039;&#039;. If he already is one, he can dispell one extra time per turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Mutating Gnarlblade:&#039;&#039;&#039; One of the weapons of the bearer gets +2 damage, but each time you roll a 1 to hit, the bearer gets a mortal wound.&lt;br /&gt;
**Turns the meh Beastlord into a powerful character. And when he inevitably dies, you (likely) get a spawn!&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
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====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; (90pts) Meh, good at taking Hero challenges but to be honest you&#039;re better off with a Shaman and Doombull as a general. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero. Take him along with some Gors, Bestegors, or Tzaangors into an ambush to support them. &lt;br /&gt;
**There is a thing to be said for this lil&#039; guy: if you give him the gavespawn artifact, he becomes a very scary hero killer with a potential of 18 wounds per combat phase. The artifact is especially good on this guy since he can reroll those very harmful ones to hit. &lt;br /&gt;
**The Volcanic Axe is also a great artifact on him. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; (100pts) You need this guy because he is the cheapest Twisted Wilds Caster and he increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. In a brayherd/warherd heavy army, always take at least two.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Shaman-en.pdf Tzaangor Shaman]:&#039;&#039;&#039; (150pts)The mage you want in a Tzaangor-heavy army. Thanks to his Disc, he&#039;s not all that bad in melee, but that is still only a last resort, as he&#039;s too important to risk. The fun part is that he is a 6 wound Mage with high movement and a decent spell: Enemy unit takes D3 Mortal Wounds. Afterward, you can add a Tzaangor to a nearby unit for every model the spell killed. Roast some Saurus Guard and fill up your Beastmen all in the same breath. The Shaman also carries a nice energy drink with him that, once per game, lets him cast twice and re-roll casting rolls while he&#039;s at it.&lt;br /&gt;
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====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; (170pts) One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
**Consider using him to cast Sundering Blades on greataxe bullgors. Being able to give some of the most heavily armored units in the game no save shouldn&#039;t be overlooked.&lt;br /&gt;
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====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; (100pts) The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a  +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;. &lt;br /&gt;
**If you make him a Gavespawn and give him the unique artifact, his weapon becomes a damage 5 rend -2 nuke on a stick, fairly able to down a big enemy monster in one turn. This is especially good if you take him as part of the Khorne battalion, since he will reroll 1s to hit most of the time.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
&lt;br /&gt;
====Brayherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your General is a Beastlord or Great Bray Shaman, Min10 Max:30 120/300pts). Silly armor-wearing tits, comparable to Freeguild Greatswords but better, they aren&#039;t a hammer unit like Gorebulls, but they do better at killing and most masses of Gors with shields will create a fair tarpit. If only we had access to good ol&#039; pestigors, now they did their job. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or &#039;&#039;&#039;ORDER&#039;&#039;&#039; units. Spells and command abilities can buff them even more, to the point of being overkill. If you run Brayherd don&#039;t look further for Battleline units, this is where the blood flows.&lt;br /&gt;
** As tempting as it is to run 30 man units for Horde Discount, 32mm bases and very unwieldy model numbers make MSU Bestigors the more obvious choice. 3 10 man units are far more flexible than 1 30 man unit.&lt;br /&gt;
** Chronomantic Cogs and a Bray Shaman general of the Darkwalkers Greatfray using At The Double command ability for a total movement of 19&amp;quot; will nearly guarantee the first turn charge. A group of 20 of these on the charge will obliterate the first unit that they come into contact with, so make sure it&#039;s more valuable than them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:30 70/200pts) Your Default mass melee infantry. The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models.  All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows. Also, if you stack on the buffs, they can go from 1 attack at 4+/4+/-/1 up to 2 attacks at 3+/3+/-/1 that reroll 1s To Hit and To Wound. Sweet.&lt;br /&gt;
** There is some confusion about Gor&#039;s true role. They are obviously not as punchy as Bestigors (who are only a mere 30pt upgrade, and also can be battleline with brayherd general so the Battleline argument can&#039;t be used) and they can&#039;t Horde as well as Ungors (32mm bases screws units with 1&amp;quot; weapons). Their +1 attack buff works at 20+ models, which really means taking 30 of them since one shooting phase screws 20 man units, and huge units have their own issues (ask khorne players how fun it is to take huge hordes of 32mm based bloodreavers). Unless you&#039;re really attached to taking Gors, either A. Bestigors are worth the point bump for power, or B. Ungors are your better chaff option that can actually output more attacks with their 25mm bases and 2&amp;quot; spears. &lt;br /&gt;
**A potential option for them given their cheaper price than Bestigors and better durability than Ungors would be as hardy objective and backfield holders. With their relatively good save in combat in large enough squads they can be surprisingly hardy and can make good charge breakers and objective defenders so more killy units like Minotaurs or Bestigors can mop up after. In essence, leave the actual killing to the Bestigors and leave the role of cannon-fodder to the Ungors. The Gors are your hardy shield-wall from enemy counter-attacks.&lt;br /&gt;
**They went down in points to 70....but for some godforsaken reason their horde discount is 200. Aka 10pts cheaper than 210. Gors would have been so much more palatable at 180pts. I guess someone at GW was like &#039;&#039;&amp;quot;ooooh nooo! gors can&#039;t be cheaper than ungors!&amp;quot;&#039;&#039;. Most pointless horde discount in the game confirmed?&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039;, Min10 Max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The main reason you use regular Ungors is so you can sacrifice them to summon more units. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Once the Herdstone kicks in, their poor Bravery becomes moot.&lt;br /&gt;
**Ironically Ungors with spears become crazy scary in Slaanesh.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangors-en.pdf Tzaangors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Tzaangor Shaman, Min10 Max:30 180). Incredible. They are slightly slower gors with more attacks and an extra wound. No matter what you equip them with, they will always have a 4+/5+/-/1 beak attack each. Then you can choose between three weapons, twin swords, sword and shield, and Greatsword (only two on every five models can use Greatswords). The shield gives you a nice save-after-the-save, the twin swords get you better hit rolls and the Greatblade only give you 1 attack instead of 2 but at damage 2 and Rend -1. They also have a nice rule where you gain +1 attack to all weapons if you have 9 or more models. Since this stacks nicely with the few strong attacks from the Greatblade, you want Greatblades if you want to go for raw damage output and shields to keep them safe, and they can have one mutant for every 5 models, who always have two blades and make 1 additional hit with them. The good thing? You can mix-and-match so that you can do both! They can also run and charge like normal Beastmen, thanks to their musician and can channel mortal wounds onto enemy units if the Tzaangors have Wizards chilling with them. Having an Arcanite Hero hanging with them also gets them better Wound rolls, so keep that Tzaangor Shaman nearby to buff and replenish. There 0 to no reason to not include them in a Tzeentch Beast army.&lt;br /&gt;
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====Warherd====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Doombull, Min3 Max:12 140pts). Get the same Bloodgreed rule as the Doombull, а  weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they respectively give +1 to charge rolls and +1 Bravery for each enemy unit within 12&amp;quot; of them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
** Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
** Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
**Cynical BoC players say that as cool as Minotaurs/Bullgors are, they&#039;re statistically inferior to Tzaangor Enlightened on Disks. Up to your own experiences though.&lt;br /&gt;
&lt;br /&gt;
====Thunderscorn====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (&#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; if your general is a Dragon Ogor Shaggoth, Min3 Max:12 130pts). Not bad, either. Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
**Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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===Others===&lt;br /&gt;
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====Brayherd====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps.&lt;br /&gt;
**Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). Combine this with Desolation battalion (RAW it affects shooting) for some hilarious extra Dakka.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
**Don&#039;t underestimate these old models. They can be taken in many battalions and are pretty cheap for minimum units. Too bad it&#039;ll cost you an arm and a leg for either official models - or you convert them cheaply from Marauder Horsemen. While chariots may be the better (and cheaper) unit, having some centigors isn&#039;t a terrible idea.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units. Fill your army with chariots! they are one of the best beast units! If you don&#039;t like the Tuskgors, simply build your own chariots from Gors, Warhounds and assorted wood splinters.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-en.pdf Tzaangor Enlightened]:&#039;&#039;&#039; (Min:3 Max9 100pts) Elite Tzaangors on foot. They have a beautiful psychological tool in the &#039;&#039;Guided by the Past&#039;&#039; ability, which grants them full rerolls To Hit and Wound if an enemy unit within 3&amp;quot; has already attacked this turn. This puts your opponent into an unpleasant situation: Either attack them first and give the survivors powerful rerolls or let them attack first and pray he&#039;ll still have models left once they&#039;re done. Nearby Tzaangor Shamans buff the hit rolls of Enlightened spears and beaks by 1.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Enlightened-on-Disc-en.pdf Tzaangor Enlightened on Discs of Tzeentch]:&#039;&#039;&#039; (Min:3 Max9 180pts) Same profile as above with 10&amp;quot; extra Move, Fly, an extra Wound and a massively scary melee profile on top of their own massively scary melee profile.&lt;br /&gt;
**with the point increase as of 2020 these are probably your best value for summoning, especially if you are Allherd.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Tzaangor-Skyfires-en.pdf Tzaangor Skyfires]:&#039;&#039;&#039; (Min:3 Max9 200pts) Ranged Elite Tzaangors. These fellows are the unholy cross between a Tzaangor Enlightened, a Kurnoth Hunter and a Warplock Jezzail (guess who did what, I don&#039;t wanna imagine that scene). They have the obscene 16&amp;quot; Movement of the Enlightened, the 24&amp;quot; range of the Kurnoth Hunters and unmodified 6 Hit rolls immediately deal Mortal Wounds. This is even stronger considering close proximity to a Tzaangor Shaman grants them +1 To Hit, and the leader already has an additional +1. You owe yourself a favor playing this guys, considering the rest of your army has an abbysal range damage potential, the archer chickens shine even more.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:&#039;&#039;&#039; (Min:1 Max6 50pts) That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6&amp;quot; makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save makes for pretty hardy models. It can also dedicate itself to a chaos god.&lt;br /&gt;
**You&#039;ll need a few of these guys for Gavespawn, even if you go crazy and field 6 heroes to transform.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Chaos_Warhounds.pdf Chaos Warhounds]:&#039;&#039;&#039; (Min:10 Max30 80/210pts) They&#039;re warhounds. Each is just as durable and twice as powerful in combat as a Marauder but without any of the buffs and an awful Bravery of 4. They&#039;re pretty fast, though, so that&#039;s good. Use them with Bulls after they break the lines send in Warhounds to mop them up quickly.&lt;br /&gt;
**Combat wise these guys are TERRIBLE compared to Centigors (who cost the same points). BUT they have one interesting use, the cheapest source of Cavalry sized bases. Wanna prevent ambushing and deep strikes? Have a unit of warhounds make a hilariously long conga line!&lt;br /&gt;
**Honestly Warhounds might be in every third or so army if they were Battleline like other faction hounds (dire wolves and flesh hounds).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cockatrice-en.pdf Cockatrice]:&#039;&#039;&#039; (90pts) It&#039;s a cheap flying monster with a low Wound count of 8. However, because of this low Wound stat, it doesn&#039;t lose effectiveness as it gets damaged. It&#039;s Petrifying Gaze has you pick a unit in range (10&amp;quot;), roll a D6. At 4+, the enemy unit suffers D6 Mortal Wounds. Aside from that, the Cockatrice is okay, not devastating, but nothing you want to see charging your squishy units.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razorgor-en.pdf Razorgors]:&#039;&#039;&#039; (Min:1 Max6 50pts) The bacon missile! A cheap beast that you would somewhat play like a Cairn Wraith. it has 4 wounds, 10&amp;quot; move and 4 above average attacks, that on the charge that deal additional Mortal wounds on unmodified 6s to hit. Razorgors look threating glancing at the warscroll, Making them good Distraction Carnifexes. They are as cheap to field in large numbers.&lt;br /&gt;
**Addicted to ambushing? Razorgors will be able to fulfill your &amp;quot;one unit per ambushing unit&amp;quot; tax very cheaply.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlaangorFiendbloods.pdf Slaangor Fiendbloods]:&#039;&#039;&#039; (Min:3 Max:12 140pts) They have the beasts of chaos keywords so you can take them on this aliegance, but they lack Brayherd so no ambush or speed boost from the great bray shaman. No Warherd keyword so no healing or +1 to wound from bullgors. No hero unit to buff them like the Tzaangors have. Utter garbage even in their own list. Just ignore them.&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/aos-warscroll-chimera-en.pdf Chimera]:&#039;&#039;&#039; (220pts) Very fragile, but very fast and extremely damaging, with four weapon profiles in melee after a flame breath. The flame breath is D6 MORTAL wounds at full health. That&#039;s the equivalent of &#039;point-click-die&#039; to any lone heroes if your opponent is stupid enough to allow this beast to go unmolested too long for it to get close to his lines. As well as that, it has a number of different weapon profiles. The leonine head is 3 attacks, 4+/3+ with a -1 rend and D6 damage at full health, this alone is pretty brutal. The avian head is also 3 attacks, except with a 3+/4+ and (at full health) -3 rend, D3 damage, the dragon head is basically a middle ground between the other two; 3 attacks with a 4/4+, -1 rend and 2 damage. Also has 6 meh attacks with no rend from claws and tail. All in all, this has the potential to be an absolute beast and can very easily maul a lot of things in one turn of combat. The problem is ensuring it gets there as it&#039;s 5+ save won&#039;t do a huge amount to block any artillery fire that&#039;s aiming at it unless you have other deadlier choices. A good tactic is to get it a Re-roll saves of 1 and then send it up the flank to any priority targets. D6 mortal wounds can get slapped on in advance and then charge it in to finish it off if it&#039;s still moving. It also gets +2 to charge rolls so this makes doing so a little easier.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039;(140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a &#039;&#039;model&#039;&#039; so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die. &lt;br /&gt;
** If you are using the Darkwalker Greatfray, then you can ambush this badboy up your opponent&#039;s ass with quick ease and with an entourage of other &#039;&#039;&#039;WARHERD&#039;&#039;&#039; to support it.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-jabberslythe-en.pdf Jabberslythe]:&#039;&#039;&#039;(160pts) It screams [[Distraction Carnifex]]. A fast flying monster with 10 wounds, -2 rend attacks, acid blood that mortal wounds enemies that wound it on 4+. Its unique gimmick is that at the start of the hero phase, each enemy within 6&amp;quot; can&#039;t do anything on a roll of 6. This monsters goal is to draw in an enemy fire while getting in the center of enemy lines to disrupt formations. The threat of being shut down for a turn is unlikely, it’s still credible, so use it to chase units out of position.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-gargant-en.pdf Chaos Gargant]:&#039;&#039;&#039; (170pts) he can instant kill a model before attacking if you roll on a D6 a number that is double or more than that model&#039;s wounds. When you roll a double on a charge (or when he dies) you and your opponent throw a dice to decide the direction he will fall and every unit that would be squished in a 2&amp;quot; radius within 3&amp;quot;, suffers D3 mortal wounds. If he is dead he just dies, if he was charging he just rises up again and doesn&#039;t charge. Also, gain the ability to take a mortal wound if near a Beast of Chaos hero in exchange for +1 attack to all his weapons.&lt;br /&gt;
**Wack him with your hero and stack Titanic Fury, suddenly the humble gargant has 6 extra attacks with 2 of his weapons normally being 1 attack wonders. Not as cool as Titanic Fury on a Chimera though.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Herdstone.pdf Herdstone]:&#039;&#039;&#039; This big ass untraversable piece of scenery exudes not one but two nasty ass auras, both with a 6&amp;quot; range, one that make your guys autopass battleshock tests if wholly within the range and the other lowers enemy save stat by 1. Already pretty good rigth? Well, what if I told you that said auras increase their range by 6&amp;quot; each turn? Yikes. Enjoy your 24&amp;quot; no battleshock and basically +1 rend bubble at turn 4. Also you can use it to sacrifice your poor ungors with the Primordial Call mechanic.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brass Despoilers (180 p)&#039;&#039;&#039; (Min: 620.pt. Max: 10770.pt.) &#039;&#039;1-4 combination of Beastlord and Doombull; 3-8 combination of Bestigors, Bullgors, and Gors; 0-8 combination of Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Khorne&#039;&#039;&#039; Keyword and grants them re-roll hit rolls of 1 if the unit is wholly within 9&amp;quot; another unit from this Battalions. Also once per battle, during the hero phase, you can extend the re-roll ability to also include all failed wound rolls until the next hero phase.&lt;br /&gt;
***Might as well just pick Bullgors instead the other gor flavors. This battalion does not include any wizard (wonder why...) so no Bray Shamans, so no extra movement.&lt;br /&gt;
***Well nothing prevents you from simply fielding separate wizards, just that they won&#039;t be part of the one drop.&lt;br /&gt;
**Pair up units of centigors for scarily accurate flankers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantasmagoria of Fate (180 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of any Beast of Chaos Hero; 3-9 combination of Bestigors, Gors, Tzaangors, Ungors, Ungor Raiders; 0-9 combination of Bullgors, Centigors, Dragon Ogors, Tzaangor Enlightened, Tzaangor Skyfires, Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units the &#039;&#039;&#039;Tzeentch&#039;&#039;&#039; keyword and non-wizards can unbind spells within 9&amp;quot; as if they were wizards. &lt;br /&gt;
***Might just as well use only Tzaangors, over regular shaggies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Throng (180 p)&#039;&#039;&#039; (Min: 470.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+.&lt;br /&gt;
**Field 7 single unit of chariots as part of the battalion for 7 amazingly cheap and surprisingly punchy nurgle bombs.&lt;br /&gt;
**Combine this with Gavespawn. Then field 4 Beastlords and send them straight into the enemy. They might actually get a few kills before blowing up in a nurgle shower, then having a spawn take their place (sadly won&#039;t further explode). Maybe if you have the points up them into Doom Bulls for more threatening and bigger base nurgle bomb into spawn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Depraved Drove (150 p)&#039;&#039;&#039; (Min: -.pt. Max: -.pt.) &#039;&#039;1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors , Dragon Ogors; 0-2 combination of Cygors or Ghorgons.&#039;&#039; &lt;br /&gt;
**Give all units in this Battalion the &#039;&#039;&#039;Slaanesh&#039;&#039;&#039; Keyword and Re-roll failed charge roll if the unit is within 12&amp;quot; of an enemy hero with an Artifact and re-rolls To-Hit if the target has an Artifact.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desolating Beastherd (150 p)&#039;&#039;&#039; (Min: 640.pt. Max: 5330.pt.) &#039;&#039;1 Beastlord or Doombull, 1-3 Great Bray-Shamans, 1-3 units of Bestigors or Bullgors in combination, 1-3 units of Gors or Tuskgor Chariots in combination, 2-6 units of Ungors or Ungor Raiders in combination, 0-1 Ghorgon or Cygor.&#039;&#039;&lt;br /&gt;
**  If the unmodified hit roll for an attack made by a unit from this battalion that is wholly within enemy territory is 6, that attack scores 2 hits on that target instead of 1. Make a wound and save roll for each hit.&lt;br /&gt;
**Hilarious with Ungor Raiders as THEY have to be in the enemies territory but NOT the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hungering Warherd (150 p)&#039;&#039;&#039; (Min: 950.pt. Max: 2790.pt.) &#039;&#039;1 Doombull, 3 Bullgors, 1-3 combination Cygor or Ghorgons &#039;&#039;&lt;br /&gt;
** Gives a +3&amp;quot; to pile ins.&lt;br /&gt;
** This sounds neat! But doesn&#039;t change the actual range of pile in &amp;quot;range&amp;quot;. You still have to be able to pile in to get the bonus pile in range, so you can&#039;t be 6&amp;quot; away and then pile in 6&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauding Brayherd (180 p)&#039;&#039;&#039; (Min: 970.pt. Max: 8100.pt.) &#039;&#039;Beastlord, 1-3 Great Bray-Shaman, 2-6 combination Bestigors or Tustgor chariot, 3-9 Gors, 4-12 Combination Ungors, Ungors Raider, or Centigor&#039;&#039;&lt;br /&gt;
**  Give +1 to charges to Brayherd unit are set up on the table.&lt;br /&gt;
** Whoever made this battalion apparently didn&#039;t read the other battalions despite them existing in the nearby pages. Why? because not only does this battalion cost quite a bit (more than the Desolation Beastherd) but requires an INSANE amount of units taxes. 3 gor units and 4 ungor unit is very hefty, especially for an ability that only works once (or twice with Dark Walkers). Meanwhile most other battalions in the book just need 3-4 units minimum.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderscorn Stormherd (160 p)&#039;&#039;&#039; (Min: 790.pt. Max: 5770.pt.) &#039;&#039;1-3 Dragon Ogor Shaggoths, 3-9 units of Dragon Ogors &#039;&#039;&lt;br /&gt;
** During Each of your Hero phase, units from the Battalion heals 1 wound on a 4+, then enemies within 1&amp;quot; take 1 mortal wound on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Start Collecting Box)&#039;&#039;&#039; (Min: 460.pt. Max: 500.pt.) &#039;&#039;1 Great Bray-Shaman, 1 unit of Ungors or Ungors Raider, 1 unit of Bestigors, 1 unit of Cygor or Ghorgon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Older Formations:&lt;br /&gt;
&lt;br /&gt;
==Army building==&lt;br /&gt;
&lt;br /&gt;
* 3 start collecting boxes and a Herdstone is a pretty good start. Around 1400-1500 points. &lt;br /&gt;
* A shaman or two (at least) is practically mandatory must, he&#039;ll buff your shaggymen or debuff enemy units to piss off your opponent.&lt;br /&gt;
* Bullgors, in groups of 6 are great at charging the enemy and breaking lines.&lt;br /&gt;
* 20-40 Ungors. Not really good at anything except holding ground, soaking up potentially devastating charges and getting fed into the grinder for more Call points - but that&#039;s enough. Don&#039;t ever bother with but giving them bows or spears. Useful for cheap summons that can outflank on later turns and capture an objective near the end of the game. Keep them in range of your Herdstone and you&#039;ll get much more use out of them than their mediocre bravery would suggest. &lt;br /&gt;
* Bestigors are amazing at dismantling stuff on the charge, especially order units - just don&#039;t let them get charged, because they will go down hard if this happens.&lt;br /&gt;
* 0 or 30 Gors. Either go big with a unit with a huge number that can maul things, or don&#039;t bother with them at all. Don&#039;t use them as charge breakers - you have Ungors for that. &lt;br /&gt;
* Cygors, take two or three, useful to have some long range siege weapons and great at annoying enemy wizards.&lt;br /&gt;
* Have fun with your big monsters. Chimeras and gargants are particularly fun, and can be devastating if supported by some buffs. Both of the big cows are worth the points investment most of the time, and the rest of the monsters are kinda meh, but don&#039;t cost too many points either.&lt;br /&gt;
&lt;br /&gt;
* A note on dragon ogors - they suck. They&#039;re not worth the monetary OR points investment, unless you&#039;re a huge fan of the models and just want to push them around on the battlefield. They just don&#039;t do much, even when they are well supported. The Shaggoth looks like he could be monstrous, but is actually inferior to a doombull. &lt;br /&gt;
&lt;br /&gt;
*For a general non-tzeentch themed list consider the following:&lt;br /&gt;
***General of your choice&lt;br /&gt;
***Ungors/Chaos Warhounds - for scouting and screening&lt;br /&gt;
***Large unit of Bestigors/a couple of ghorgons/some units of bullgors - for the actual killing&lt;br /&gt;
***Spawn/other chaff unit - cheap backfield objective holding&lt;br /&gt;
***Don&#039;t bother with battalions, unless you mean to take the Khorne, Nurgle or Tzeentch one. Those three are excellent, the others are... interesting, but clunky at best and downright ridiculously bad at worst.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;[[Age_of_Sigmar/Tactics/Chaos/Slaves_to_Darkness | Slaves to Darkness]]&#039;&#039;&#039;: Only them. Warriors and Knights are always good picks in any army it can use them. This guys are even better with marked Beasts, since you can share the god keyword for funny shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
For the Nurgle battalion you can take a bunch of minimum size units and smash them into opponents for a ton of free splash mortal wounds. Take Gavespawn for extra hilarity to have some of those bombs become spawn.&lt;br /&gt;
&lt;br /&gt;
For how efficient the primoridal call points are, alot of value can be generated by having a bray-shaman sacrifice ungors near the herdstone. You can easily get 3 to 4 points on in your first hero phase and summon a new unit off the bat. Chariots make a good choice as they cost 3 primordial call points but cost 60 matched play points and with the ability to reroll charges you might even be able to charge with it the turn it comes out. Chaos spawn are another choice at 3 point for 50 matched play points.&lt;br /&gt;
&lt;br /&gt;
A unit of 10 ungors can fill a battle line slot and provide cheap wounds for your blood sacrifices.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24462</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=24462"/>
		<updated>2021-03-23T13:45:11Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0: /* Famous Legions */&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;
* 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 soul linked, so no friendly fire and they&#039;re always under the casting player&#039;s control.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow (though there are a few abilities to mitigate this).&lt;br /&gt;
* Shooting is almost non-existent.  Apart from the amazing Mortek Crawler, you only have the Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* No extra protection against shooting beyond certain spells.  Shooting armies tend to really hurt the Ossiarchs (especially the Kharadron Overlords).&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 like 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 and Seraphon).&lt;br /&gt;
* Low model count, slightly mitigated by having the means to bring back (re)dead models.&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. &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.  Now, Mortis Praetorians are in the lead and the others are good but situational, eg; Crematorians are worth considering if you spam Mortek Guard and Null Myriad against a magic-heavy opponent.&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, Legions of Grief and Blood).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: Re-roll save rolls of 1 in melee.&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) overall more 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.  Now it&#039;s decent but no longer the one best choice. &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;: (880pts) Changed from his early forms, Nagash is now 30 points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader - 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 Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. Overall, he should be standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Probably your most included HQ, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (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.&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. Good as a general all-rounder, but pales in comparison to what follows.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Take with Petrifex Elite to make your characters near unkillable.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based. &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made.  In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere.  Petrifex Mortek Guard will be even tougher with a free re-roll, and it&#039;s a good safety net if a unit loses their Hekatos.  &lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Volkmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. The restriction on legion means that, of course, this cannot really be considered competitive at this time.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
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&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
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=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost.  As for which Legion, following the nerfing of Petrifex, Mortis Praetorians have stepped up to top spot.  Petrifex are still viable, but no longer auto-take.&lt;br /&gt;
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==== 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 built in Mystic Shield effect 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;
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You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan + 40 blobs of guard and a support unit or two.&lt;br /&gt;
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==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 40 blobs are great. Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 130 points right now, can be given exploding 5+s and additional rend.  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
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==== 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;
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Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan.&lt;br /&gt;
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==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
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==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 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;
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The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
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Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
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Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the Petrifex Elite artefact, Godbone Armor. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and bring an Endless Spell or two; cast with Arkhan to laugh off that casting penalty.&lt;br /&gt;
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* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
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===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
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Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
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=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
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Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
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:C903:CDD2:9DCF:58E0</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Legions_of_Nagash&amp;diff=30753</id>
		<title>Age of Sigmar/Tactics/Old/Death/Legions of Nagash</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Legions_of_Nagash&amp;diff=30753"/>
		<updated>2021-03-23T13:42:20Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:C903:CDD2:9DCF:58E0: /* Soulblight Units */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Legions of Nagash|Logo=Age Nagash.jpg|Alliance=Death|Lore=Nagash|Motto=The first Necromancer and arguably the second &amp;lt;s&amp;gt;most evil character&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;biggest asshole&amp;lt;/s&amp;gt; most evil badass asshole character to ever curse the [[Warhammer Fantasy]] world}}&lt;br /&gt;
&lt;br /&gt;
Legions of Nagash changes up the way death plays by removing magical summoning and banner regen for skellies and replaces them with hero based regen and grave sites. They also add several new allegiance abilities. &lt;br /&gt;
&lt;br /&gt;
==Why play Legions of Nagash?==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*SPOOKY SCARY SKELETONS! Do you want to see hordes and hordes of skeletons endlessly marching out of the grave and pinging whatever it looks at with literally 400 attacks? Well, this is what you&#039;re going to want to play. You also get zombies, ghosts and all sorts of other creepy goodness!&lt;br /&gt;
*A solid range of plastic miniatures and plenty of possibilities for conversion (looking at you triumvirate of Ynnead/vampires!)&lt;br /&gt;
*More bodies with better durability for the cost than most and the ability to bring models back, when the stars line up you can end the game with net zero lost models.&lt;br /&gt;
*You’ve got 4 legions to choose from as well as Death and Soulblight factions so you can test out a lot of stuff and play with lots of variations on a theme.&lt;br /&gt;
*Did you play Orks in 40k? Would you like to throw a bucketful of dice? Well, if you get a unit of 40 skeletons into combat and buff them properly, they’ll be getting 5 attacks each with the possibility of piling in and attacking twice with Vanhels Danse Macabre. In a perfect storm that’s 400 attacks at 4+/4+!!!!&lt;br /&gt;
*Is a summonable unit dead? Did you just kill an enemy unit within 6&amp;quot; of a gravesite? Start rolling your d6 because on a 4+, congrats! You get that unit back for free. You can also get them back with the use of a Command Ability given to your general.&lt;br /&gt;
*Battleshock is unlikely given that everybody&#039;s Bravery 10.&lt;br /&gt;
*Vampire fullplate knights with lances are fuckin metal&lt;br /&gt;
*At least vanilla skellies are stupidly easy to paint, and yet again, you don&#039;t need to be a Golden Demon winner to paint the armor of more complex models.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Zero. Ranged. Units (traditionally speaking). Not a single usable one. There are handful of short-range shooting attacks. Can’t even ally in Tomb Kings archers!&lt;br /&gt;
**Ghosts, Terrorgheists and Zombie Dragons are all there is here... though Nagash can shoot death lasers from his eyes. Prince Vhordrai is just a named VLoZD, just with a ranged ability with an 8&amp;quot; range, rather than a 9&amp;quot; range and a less assassin-y spell. That said, the Terrorghiest still has the best range out of all the variations in this box.&lt;br /&gt;
*Doesn&#039;t support Tomb Kings, the Flesh Eater Courts or the Mourngul.&lt;br /&gt;
*One thing to note about our unconventional ranged weapons is that they all contest a leadership score; Usually 2d6 vs their bravery. With good positioning of our banners and the Overwhelming Dread spell our limited shooting can deal a fair amount of mortal wounds. Our shooting is extremely short ranged but they can put on some serious damage.&lt;br /&gt;
*Rend -1 is effectively rend -2 for your skeletons, grave guards, black knights and blood knights. It hurts... a lot.&lt;br /&gt;
*Quite a few slow units, including the all-important necromancer&lt;br /&gt;
*How many skeletons do you want to paint? Whatever that number is you’ll need to paint more than that.&lt;br /&gt;
*The removal of magical summoning also means you can&#039;t bring in new units, only bring back the ones that are completely destroyed &#039;&#039;&#039;if&#039;&#039;&#039; they have the summonable keyword, and you need to use a command ability to do so. Furthermore, if you are playing Matched Play if your general dies that means no resurrecting dead summonable units (except for Legion of Sacrament).&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
A bit of a long one as there are 4 allegiances for the Legions of Nagash. They are themed around Nagash and his three top generals. There are also two other allegiances; one for Soulblight and one for generic Death. &lt;br /&gt;
*If a warscroll battalion has an allegiance, it can be taken in an army if it has the same allegiance, even if some of the units are from a different faction, but these units do not benefit from the armies allegiance abilities unless they have the appropriate keyword. So you can use Court of Nuhlamia in a Grand Host army, but models in the battalion will not be affected by deathless minions or legions innumerable, as you army can only have 1 allegiance at a time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
==={{color|grey|Grand Host and the 4 Legions}}===&lt;br /&gt;
*These abilities are common to the Grand Host of Nagash, Legion of Sacrament, Legion of Blood, Legion of Night, and Legion of Grief.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|grey|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gravesite:&#039;&#039;&#039; After sides are chosen, place two gravesites wholly within your territory and two anywhere else on the board. Importantly these are only points on the battlefield, whatever you choose to represent them does not exist for the purpose of line of sight or cover or scenery. They have the following abilities:&lt;br /&gt;
**&#039;&#039;&#039;The Unquiet Dead:&#039;&#039;&#039; You can place {{AOSKeyword|SUMMONABLE}} units into the “grave” instead of deploying them. At the end of the movement phase, each {{AOSKeyword|DEATH HERO}} within 9&amp;quot; of the gravesite can pull one unit out of the grave. They have to be set up fully within 9” of the gravesite and outside of 9” of any enemy models (any model that can&#039;t be placed in this way is slain). This is a nice way of getting around skeletons horribly low movement speed if you can, they are vulnerable to area denial though so be careful.&lt;br /&gt;
**&#039;&#039;&#039;Invigorating Aura:&#039;&#039;&#039; Gravesites can heal a {{AOSKeyword|SUMMONABLE}} unit within 9” by d3 wounds OR bring back models with a wound total equal to a D3. Note, you cannot bring back models with missing wounds, nor can you both heal a model and bring back models with the same roll, so to bring back a spirit host you’d have to roll a 5 or 6, if you had a unit of black knights with models slain and a model missing a wound and you rolled a 5 or 6 you could only heal the remaining wound, not heal and bring back a model despite having rolled high enough to do so.&lt;br /&gt;
*&#039;&#039;&#039;MAGIC:&#039;&#039;&#039; All {{AOSKeyword|DEATH WIZARDS}} know an additional spell from one of the Lores of the Dead. If Nagash is included he knows three additional spells, which is good since he can cast 8 at full health! (Legion of Grief does not get this).&lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions:&#039;&#039;&#039; Roll a D6 when wounds are allocated so long as the unit they&#039;re being allocated to is within 6&amp;quot; of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is a 16% increase in your models&#039; effective health. Think of it like adding 6-7 skeletons to each 40 model unit. It can actually be better than that due to all the healing/resurrection LoN can do too.&lt;br /&gt;
*&#039;&#039;&#039;Endless Legions:&#039;&#039;&#039; A command ability and the final bonus, your general automatically gains this as an additional command trait. In case you&#039;re running low on units, you can pull more out of your &amp;lt;s&amp;gt;ass&amp;lt;/s&amp;gt; gravesites. Pay a command point and place a destroyed unit wholly within 9” of the gravesite and 9” away from any enemy units (any models that can&#039;t be placed are slain). On its own this ability is really powerful and a great reason to play death. Store up a few command points or take a few warscroll battalions and you can spam units coming back to (un)life!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{color|midnightblue|Grand Host of Nagash}}===&lt;br /&gt;
*This is Nagash&#039;s Legion/new overall Death force and it can include any units in the battletome. If it includes Nagash he must be the general (no shit).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*This is the only Allegiance that can actually have Nagash in a list, besides Death.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Guardians:&#039;&#039;&#039; Morghast units get +1 attack! Very scary given their damage output. (This is one more reason why Halberds outmatch Swords in almost every scenario)&lt;br /&gt;
*&#039;&#039;&#039;Legions Innumerable:&#039;&#039;&#039; Roll a die for each {{AOSKeyword|SUMMONABLE}} unit, on a 5+, heal d3 wounds to it or if the unit only has 1 wound models, return d3 models to it. Handy to have, remember this all happens in your hero phase so choose the order in which you heal things carefully. For example, if you use this first you can return those models in a way that puts the unit in range of a hero for more resurrection.&lt;br /&gt;
*&#039;&#039;&#039;Additional Battleline:&#039;&#039;&#039;&lt;br /&gt;
**Grave Guard &lt;br /&gt;
**Morghasts (When Nagash is General) {{color|red|No longer &#039;&#039;Battleline&#039;&#039;, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Death&#039;&#039;&#039;: Re-roll results of 1 (i.e. rolls of 1-2 on a D3) for friendly units affected by a Deathly Invocation that are within 12&amp;quot; of this general. At first glance, this seems meh, but it doesn&#039;t just affect the general&#039;s rolls. So long as the summonable unit is within 12&amp;quot; of the general, &#039;&#039;any&#039;&#039; Deathly Invocation will get that re-roll. If you bunch your heroes and summonable units together you can expect to replenish a huge amount of wounds/models per turn.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Champion&#039;&#039;&#039;: Add 1 to the Damage characteristic of melee weapon used by this general for attacks made against enemy {{AOSKeyword|HEROES}}. Has it&#039;s uses, unfortunately, you&#039;ll be stuck hunting down heroes to gain that extra damage. Don&#039;t try to use this to buff up damage caused by Mortal Wounds since they don&#039;t use the normal attack sequence (or the Damage characteristic for the melee weapons). This is really only useful on melee heroes that hunt opposing heroes and don&#039;t rely on mortal wounds, so pretty much sucks outside of that particular use case.&lt;br /&gt;
*&#039;&#039;&#039;Bane of he Living&#039;&#039;&#039;: Re-roll wound rolls of 1 for this general for attacks made against enemy units that do not have the {{AOSKeyword|DEATH}} keyword. Pretty good against Order, Chaos and Destruction to make your general more killy. Useless against opposing Death armies.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Ages&#039;&#039;&#039;: At the start of the combat phase, roll a dice for each enemy unit with 3&amp;quot; of this general. On a 4+ subtract 1 from hit rolls made for that unit until the end of the combat phase. If your general is looking to get into the thick of things then this is pretty dang useful at keeping him alive. Situational with backfield generals but a decent pick all the same.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Strategist&#039;&#039;&#039;: Re-roll failed charge rolls for friendly {{AOSKeyword|DEATHRATTLE}} and {{AOSKeyword|MORGHAST}} units within 9&amp;quot; of this general. Re-rolls are always great to ensure your army gets to where it needs to be. A good pick for Deathrattle armies.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Nagashizzar&#039;&#039;&#039;: Add 1 to the Attacks characteristic of melee weapons used by friendly {{AOSKeyword|DEATHRATTLE}} units within 6&amp;quot; of this general. If your playing a predominately Deathrattle army (which you should be if your playing Grand Host of Nagash) then this is amazeballs. If you&#039;re not, it&#039;s really bad. This is more or less the main reason to even run as Grand Host.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Artefacts of Nagash}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathforced Chain:&#039;&#039;&#039; At the start of your hero phase, the bearer heals 1 wound that has been allocated to it. &lt;br /&gt;
*&#039;&#039;&#039;Balefire Lantern:&#039;&#039;&#039; Subtract 1 from wound rolls for enemy units within 6&amp;quot; of the bearer. In addition, re-roll successful casting rolls for enemy {{AOSKeyword|WIZARDS}} within 6&amp;quot; of the bearer. Unfortunately due to the meta now being, &amp;quot;Unmodified Wound Rolls of 6&amp;quot; this isn&#039;t that effective, and you have to be within 6&#039;&#039; to take effect. However with all the debuffs LoN has, adding an additional -1 wound is nice. This would work best on a Vampire Lord on Zombie Dragon or a Necromancer that has a screen of skeletons protecting it. Probably your best pick, tied with Terrorgheist Mantle.&lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Timeglass:&#039;&#039;&#039; While the bearer is on the battlefield, once per battle, in your hero phase, you can pick an enemy {{AOSKeyword|HERO}} on the battlefield. The enemy hero suffers d3 mortal wounds. At the start of each of your subsequent hero phases, roll a dice. On a 4+ the enemy hero suffers 1 mortal wound. You&#039;ll always crack this during your first hero phase. It&#039;s good for sniping backline heroes but do not expect it to kill anything.&lt;br /&gt;
**This is what you take if your opponent has a bloodsecrator &lt;br /&gt;
*&#039;&#039;&#039;Ossific Diadem:&#039;&#039;&#039; Any time a friendly {{AOSKeyword|DEATHRATTLE}} model within 12&amp;quot; of the wearer takes a wound or a mortal wound, roll a dice. On a 6+ the wound or mortal wound is ignored. Unfortunately in the latest addition ignore wound effects no longer stack, so this artifact is 100% pointless as you already have a 6+ ignore wound in your allegiance abilities.&lt;br /&gt;
*&#039;&#039;&#039;Amethyst Shard:&#039;&#039;&#039; Once per battle, in your hero phase, you can declare that the bearer will merge the shard with one of their melee weapons. Pick one of the bearer&#039;s melee weapons. Until your next hero phase, add 1 to hit and wound rolls made for that weapon. Really meh considering it&#039;s once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Terrorgheist Mantle:&#039;&#039;&#039; In your shooting phase, you can declare that the bearer will unleash a death shriek. Pick an enemy unit within 10&amp;quot; of the bearer and roll 2 dice. If the total is higher than the enemy unit&#039;s Bravery, it suffers a number of mortal wounds equal to the difference. While not the best artifact, this is probably your best option. It&#039;s just free damage and none of the other artifacts provide anything useful, except maybe the Balefire Lantern. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|The First Cohort Battalion}}&#039;&#039;&#039; (160pts, Min: , Max:)&lt;br /&gt;
&#039;&#039;Nagash, a unit of Morghasts, and 3 or more combinations of Skeleton Warriors, Grave Guard and/or Black Knights&#039;&#039;&lt;br /&gt;
*Essentially further rules to augment Nagash, just in case you thought he didn&#039;t have enough.&lt;br /&gt;
*&#039;&#039;&#039;Ceaseless Vigil:&#039;&#039;&#039; Each time a wound or mortal wound is allocated to Nagash, you may allocate it to a Morghast in this battalion on a 3+ so long as they&#039;re within 3&amp;quot; of him. Pretty decent to helping Nagash stay alive which, considering his stats and reputation, he&#039;s going to be taking a lot of damage.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Servitude:&#039;&#039;&#039; Nagash&#039;s Deathly Invocation automatically rolls a 3 on his D3 dice. Totally useless since his warscroll was updated along with the Ossiarch Bonereapers battletome. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==={{color|steelblue|Legion of Sacrament}}===&lt;br /&gt;
&lt;br /&gt;
*This is Arkhan&#039;s legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Master&#039;s Teachings:&#039;&#039;&#039; Whenever you destroy an enemy unit and before the last model in that unit is removed, roll a D6. On a 4+ pick a gravesite within 6&amp;quot; of them and then pick a friendly {{AOSKeyword|SUMMONABLE}} unit that has already been destroyed. Set this unit up wholly within 9&amp;quot; of the gravesite and 9&amp;quot; away from enemy models (any models that cannot be placed in this way are destroyed). Not very handy, crafty opponents can try to screw you over by removing models in a way that can keep them just out of range of a gravesite, and even then 50% of the time you&#039;re not going to get them back anyway (not to mention the game might be nearly over by the time you have a unit destroyed, and then can bring them back by wiping out an enemy unit).&lt;br /&gt;
**&#039;&#039;Alternative take -&#039;&#039; Running small units of fast and mildly stabby {{AOSKeyword|Summonable}} units like Dire Wolves or even Black Knights alongside your larger more permanent blocks will give your opponent something to chew and spit out very quickly, giving you a small zippy unit that you can now attempt to resurrect over and over since they will be dying relatively frequently.&lt;br /&gt;
*&#039;&#039;&#039;The Black Disciples:&#039;&#039;&#039; Add 1 to all casting rolls for friendly {{AOSKeyword|LEGION OF SACRAMENT WIZARDS}}. This ability is great because our magic is powerful now, so this helps our spells go off easier &amp;lt;s&amp;gt;and trigger the ability for them to go off twice more often&amp;lt;/s&amp;gt;. This also gives Arkhan a +3 casting modifier when he is at full wounds. Give him soul harvest, and chances are he&#039;ll never die. Considering also that for 80 points you get a corpse cart who give the same bonus and even something more, basically, every {{AOSKeyword|wizard}} in your army gets a +2 to their casting rolls, terrifying eh? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Emissary of the Master:&#039;&#039;&#039; Lets you re-roll failed charges for nearby units. A solid choice but not as good as equivalents in other armies.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Makes the general a Wizard, or grants them an additional spell if they are already a Wizard. Useful if you want a magic heavy army, though it&#039;s not like there&#039;s a shortage of Wizards in this list. Maybe useful for a Wight King with a battle standard. &lt;br /&gt;
*&#039;&#039;&#039;Mark of the Favored:&#039;&#039;&#039; Each time the general is targeted by an attack in combat, the attacking unit suffers a mortal wound on a 6+. While it sounds useful, so far this trait has generated [[Skub]] due to poor wording in the rules, and so far even the FAQ hasn&#039;t satisfied the debaters.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Commander:&#039;&#039;&#039; Allows the general to summon a unit &amp;quot;in the grave&amp;quot; while further away from a gravesite.&lt;br /&gt;
*&#039;&#039;&#039;Mastery of Death:&#039;&#039;&#039; Grants a bonus move to units in the hero phase. When combined with the Deathmarch battalion&#039;s bonus move, Deathrattle units can be moving up to 7 extra inches in the hero phase. Very nice, especially on Black Knights.&lt;br /&gt;
*&#039;&#039;&#039;Bound to the Master:&#039;&#039;&#039; The General can use Arkhan the Black&#039;s Command Ability. This is useful if you have a variety of wizards in your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Artefacts of Sacrament}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spiritcage:&#039;&#039;&#039; Friendly units gain +1 to wound for the rest of the turn if an enemy hero is slain within 6&amp;quot; of the bearer. This item has a very situational use. Generally pretty useless.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Darkness&#039;&#039;&#039;: This is...WOW! Enemy shooting is -1 to hit within 8&amp;quot; of the model, or -2 if they are further away. Any shots that confer mortal wounds on a 6+ won&#039;t get that bonus. This is excellent against shooty armies. While it offers better protection against attacks that deal mortal wounds on a 6+ (these are ignored automatically rather than on a dice roll of 4+), it&#039;s otherwise slightly outshone by the Wristbands of Black Gold below. However, it&#039;s still a great choice. &lt;br /&gt;
*&#039;&#039;&#039;Asylumaticae:&#039;&#039;&#039; Bedlam House in a box ([[Grimdark|except this one is filled with the weaponized undead souls of insane murderers]]) or a nod to the far better [[Tomb Kings|Casket of Souls]]. Once per game, roll a dice. On a 1 the bearer takes a mortal wound. On a 2+ each enemy unit within 12&amp;quot; suffers one mortal wound. Between being a one-shot, a risk of friendly fire and being outperformed by the Black Gem, it&#039;s not worth it. &lt;br /&gt;
*&#039;&#039;&#039;Wristbands of Black Gold:&#039;&#039;&#039; Amazing. This throwback from Warhammer Fantasy returns with a vengeance. Roll a dice for every wound or mortal wound allocated to the wearer as a result of shooting. On a 4+ the wound is ignored. Essentially an unmodifiable +4 save against all shooting. Are pesky Kurnoth Hunters sniping your best units? Has the mass barrages of those godless Kharadron got you down? If you&#039;re facing off against a shooty army, TAKE IT. Slap this on a VLoZD and, between this and magic support from the rest of the army, you can almost guarantee your VLoZD will reach enemy lines and make those shooty units PAY. If you want some lulz, you could equip a female character on foot with these and [[Awesome|re-enact the No man&#039;s land scene from the latest Wonder Woman movie]]. &lt;br /&gt;
*&#039;&#039;&#039;Azyrbane Standard:&#039;&#039;&#039; A nod to how Arkhan freed Mannfred from the wall of Faith in [[The End Times|The End Times]]. Subtract 1 from the wound rolls of enemy units within 6&amp;quot; of the bearer. If that unit is an Order Wizard, they also have to re-roll successful casting attempts. Though it has a limited range this is a welcome addition. Best used on a character dedicated to a support role or Wizard hunting, and especially against certain Order armies (such as Sylvaneth from the Gnarlroot Wargrove). Though keep in mind some Wizards are also monsters and thus could just lay the smackdown in combat (again, such as Sylvaneth wizards Drycha, Alarielle and Treelord Ancients). &lt;br /&gt;
*&#039;&#039;&#039;Black Gem:&#039;&#039;&#039; Pick a point with 8&amp;quot; of your character. Then roll a dice for EVERY UNIT within 3 of that point, on a 6+ one model dies. This is situational, one use only and it does carry the risk of friendly fire. While it can put the hurt on MSU, especially multi-wounds foes like Skullcrushers and Dracothian Guard, it needs a 6+ to kill them and it&#039;s weak against Hordes. It&#039;s not known if this can target solo characters or Behemoths. Not mandatory but a better choice than the Asylumaticae. &#039;&#039;&#039;BUT:&#039;&#039;&#039; it is one of the few things that can &#039;&#039;&#039;ONESHOT&#039;&#039;&#039; Morathi now, the other Death thing that can is Nagash (there is a third but that&#039;s situational - Arkhan, if he&#039;s in the same army as Nagash, due to his ability), and if you&#039;re using this and him, read your battletome).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|steelblue|Lords of Sacrament Battalion}}&#039;&#039;&#039; (130pts, Min: , Max:)&lt;br /&gt;
&#039;&#039;Arkhan, 2+ Necromancers and a Mortis Engine&#039;&#039;&lt;br /&gt;
*Arkhan&#039;s magic squad, also one of the smallest battalions in the game. &lt;br /&gt;
*&#039;&#039;&#039;Unearthly Focus:&#039;&#039;&#039; Wizards from this battalion get to cast an extra spell so long as they&#039;re within 6&amp;quot; of this battalion&#039;s Mortis Engine.&lt;br /&gt;
*&#039;&#039;&#039;Swirling Spirits:&#039;&#039;&#039; Add 1 to save rolls for members of this battalion in the shooting phase as long as they&#039;re within 6&amp;quot; of this battalion&#039;s Mortis Engine. It helps a bit for keeping you around in the enemy&#039;s shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{color|crimson|Legion of Blood}}===&lt;br /&gt;
*Vampire Centric but want to also play with other undead.&lt;br /&gt;
*This is Neferata&#039;s legion, if she is included in this army, she MUST be the army general and if you include any Mortarch units she has to be one of them.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Favored Retainers:&#039;&#039;&#039; {{AOSKeyword|Legion of Blood Vampire Lords}} and {{AOSKeyword|Legion of Blood Blood Knights}} gain +1 attack. Good overall and can be stacked further with command abilities.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Majesty:&#039;&#039;&#039; Subtract 1 from bravery for any enemy unit within 6&amp;quot; of any {{AOSKeyword|Legion of Blood}} units. Decent since it stacks with your standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift Strikes:&#039;&#039;&#039; Each time you make a hit roll of 6+ in the combat phase for your general, you can make one additional hit roll for the same weapon against the same target.&lt;br /&gt;
*&#039;&#039;&#039;Soul-Crushing Contempt:&#039;&#039;&#039; If your general slays a model, the unit from which the model was a part of has -1 bravery this turn.&lt;br /&gt;
*&#039;&#039;&#039;Aristocracy of Blood:&#039;&#039;&#039; Re-roll failed charges for Soulblight units within 9&amp;quot; of your general.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Majesty:&#039;&#039;&#039; Another blast from the past. -1 to Hit rolls that target your general, but only in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Walking Death:&#039;&#039;&#039; If you roll a 6+ to Hit with one of your general&#039;s melee weapons, you deal mortal wounds equal to the weapon&#039;s Damage.&lt;br /&gt;
*&#039;&#039;&#039;Sanguine Blur:&#039;&#039;&#039; The general gains 2&amp;quot; to their movement and can re-roll failed charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Artefacts of Blood}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ring of Domination:&#039;&#039;&#039; &amp;lt;s&amp;gt; One Ring to rule them all... &amp;lt;/s&amp;gt; When the bearer is selected in the combat phase, pick an enemy model within 3&amp;quot; and roll a dice. On a 5+ you can use one of their melee weapons to attack in addition to whatever weapons your character has. Imagine killing Archaon with his own sword (or finishing him off with your other weapons if that one doesn&#039;t work), or using a Spirit of Durthu&#039;s weapon to cut down a unit of Kurnoth Hunters. If you&#039;re lucky with dice rolls and in combat, with the right units this can be excellent. Take it on a melee character, especially in conjunction with anything that allows them to strike first and, with a good dice roll, watch them beat down characters with many times their points cost. &amp;lt;b&amp;gt;Take note&amp;lt;/b&amp;gt; that the FAQ&#039;s have confirmed it&#039;s basically just the statline for the weapon you get to use though, not abilities connected to it.  So yes, you can hit Archaon with his own Slayer of Kings, but you don&#039;t get a chance to insta-gib him with it.&lt;br /&gt;
*&#039;&#039;&#039;Shadeglass Decanter:&#039;&#039;&#039; After armies have been set up but before the first battle round, select an enemy Hero. In your hero phase, as long as that hero is on the battlefield, you can roll a d6. If the result is higher than the number of the current battle round, they take a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;The Orb of Enchantment:&#039;&#039;&#039; Once per battle, the bearer can pick an enemy hero within 3&amp;quot;. At the beginning of the combat phase, they cannot pile in, attack or use abilities. Apart from a one-shot, this is excellent. You could use this to troll major combat characters like Archaon or Skarbrand. Slap this on a character on foot in a big unit and you have an excellent tarpit.&lt;br /&gt;
*&#039;&#039;&#039;Soulbound Garments:&#039;&#039;&#039;Reroll saves of 1 for the bearer. &lt;br /&gt;
*&#039;&#039;&#039;Oubliette Arcana:&#039;&#039;&#039; When an enemy Wizard casts a spell within 30&amp;quot;, you can roll a d6 instead of attempting to unwind it. On a 6 the spell is negated and the caster can&#039;t use that spell again for the rest of the battle. If you roll a 6, this is fucking awesome. Otherwise, it sucks since you just wasted your unbind attempt.&lt;br /&gt;
*&#039;&#039;&#039;Amulet of Screams:&#039;&#039;&#039; Once per battle, when an enemy Wizard successfully casts a spell, you can declare that the bearer will use the Amulet of Screams. If you do so, you cannot attempt to unbind the spell. Instead, roll a dice. On a 2+, the spell is not successfully cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|crimson|Court of Nulahmia Battalion}}&#039;&#039;&#039; (150pts, Min:1070pts, Max:)&lt;br /&gt;
&#039;&#039;&#039;Mortarch of Blood, 2+ Vampire Lords and a Bloodseeker Palanquin&#039;&#039;&#039;&lt;br /&gt;
*Neferata&#039;s group of fine vintage afficionados. &lt;br /&gt;
*&#039;&#039;&#039;The Adevore:&#039;&#039;&#039; Neferata may re-roll failed rolls to hit against enemy heroes so long as she&#039;s within 9&amp;quot; of this battalion&#039;s bloodseeker palanquin. Not worth paying the (already too high) price of the Palanquin as well as the price of the battalion.&lt;br /&gt;
*&#039;&#039;&#039;Scent of Blood:&#039;&#039;&#039; At the start of your movement phase, any unit within 9&amp;quot; of the Bloodseeker Palanquin gain a bonus +4&amp;quot; movement for that phase. Also not worth the cost since movement is not one of your issues.&lt;br /&gt;
*it is worth mentioning that Vampire Lords on Zombie Dragons (excluding Vhordrai) may be used to meet this battalion&#039;s requirements over stock VLs.  This is hilarious, and with Neferata&#039;s CA you will have some very hard to kill, very smashy vampires sprinting around the table. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{color|darkgreen|Legion of Night}}===&lt;br /&gt;
*This is Mannfred&#039;s legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them.&lt;br /&gt;
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&#039;&#039;&#039;{{color|darkgreen|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Bait:&#039;&#039;&#039; Deathrattle units gain +1 to saves while wholly in your own territory. Bonus points if you claim they&#039;re Drakenhof Guard.&lt;br /&gt;
*&#039;&#039;&#039;Ageless Cunning:&#039;&#039;&#039; Looks like Mannfred learned how to CREEEEED! from [[Vlad von Carstein|big daddy Carstein]]. Up to three units can be deployed in reserve and can ambush by moving on from any table edge, needing to be placed wholly within 6&amp;quot; of said table edge and 9&amp;quot; away from enemy units (this is their movement for that phase). Good for getting around the low movement of many of your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Above Suspicion:&#039;&#039;&#039; Allows the general to be set up in an ambush in addition to the normal maximum of three. This can be useful to get a fourth unit in Deep strike, but fairly niche.&lt;br /&gt;
*&#039;&#039;&#039;Swift Form:&#039;&#039;&#039; +2 to the bearer&#039;s movement characteristic and add 2 to their run rolls. If you brought a Vampire Lord on a zombie dragon and you insist on playing Legion of Night, this is the one for you. It helps your vampire beatstick get that turn 1 charge off and makes it significantly more maneuverable should it need to hop over to various objectives.&lt;br /&gt;
*&#039;&#039;&#039;Unbending Will:&#039;&#039;&#039; Re roll failed battleshock checks within 12&amp;quot; of the general. Pretty bad as usually your big blobs of skeletons or grave guard either don&#039;t run at all or they&#039;ve been hit hard, and they&#039;re all un-undying. Overall a pretty shit tier command trait for death.&lt;br /&gt;
*&#039;&#039;&#039;Merciless Hunter:&#039;&#039;&#039; Re-roll wound rolls of 1 for the general. Pretty good, nothing amazing to write home about but not the worst either. Again, best on a beatstick vamp lord on a spooky dragon. &lt;br /&gt;
*&#039;&#039;&#039;Unholy Impetus:&#039;&#039;&#039; If the general slays an enemy model in close combat, one friendly unit within 3&amp;quot; gets +1 attack on all their melee weapons until the end of the phase. This is your best option, especially on a Vampire Lord on Zombie Dragon. Overall the best one here as unlike a similar command trait in the Grand Host of Nagash, this one doesn&#039;t just work on deathrattle but all legion of night units. Pair this ability with a huuuge unit of vargheists or morghasts for added &#039;&#039;&#039;FUN&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Visage:&#039;&#039;&#039; -1 bravery to all enemy units within 6&amp;quot; of the general. A solid choice especially when brought alongside the standard death banners and the morghasts&#039; penalties for bravery. Add in a mortis engine or two or a banshee and bam you&#039;ve got some lethal shenanigans going on. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Artefacts of Night}}&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Vial of the Pure Blood:&#039;&#039;&#039; Once per game the user gains +1 to all hit and wounds rolls until their next hero phase. Way worse than it first seems when you factor in the useful candidates for it (Coven throne/ Vampire Lord on Zombie Dragon) and then realize that artefacts don&#039;t affect the users mount. Pass. &lt;br /&gt;
*&#039;&#039;&#039;Shard of Night:&#039;&#039;&#039; -1 to hit the bearer in the shooting phase. Solid choice, slap it on a Vampire Lord on a Zombie Dragon. Job done.&lt;br /&gt;
*&#039;&#039;&#039; Gem of Exsanguination:&#039;&#039;&#039; The standard-issue unholy hand grenade. Pick an enemy unit within 6&amp;quot; and roll a die, on a 1 the unit takes 1 mortal wound, 2-5 d3 mortal wounds, and on a 6+ d6 mortal wounds. Not great but a bit of fun, overall I&#039;d pass on it.&lt;br /&gt;
*&#039;&#039;&#039;The Chiropractor&#039;s Cloak:&#039;&#039;&#039; Aside from helping with your back the bearer can declare it&#039;s using the cloak at the start of any (not 1 use only) combat phase. If the bearer does it takes 1 mortal wound but for each hit roll made against the bearer of &#039;&#039;&#039;1 or less&#039;&#039;&#039; the attacker suffers a mortal wound. Deceptively good providing you pull off the right combo. Cast Overwhelming dread on the unit you intend to charge the bearer into combat with and make your opponent weep. Best slapped on Vamp Lord on Zombie dragon (like most of these artifacts it seems) built for a turn 1 charge. Pass if you know that you&#039;ll be going up against units with a small volume of attacks but otherwise a very solid choice. &lt;br /&gt;
*&#039;&#039;&#039;Morbheg&#039;s Claw:&#039;&#039;&#039; If the bearer stands still, they can add 2 to all casting rolls for friendly Legion of Night&#039;s wizards within 12&amp;quot; including their own. Fantastic on a support character if you have lots of wizards. Definitely the best option. This is one of the main reasons to play Legion of Night. Pair with the Balewind Vortex for a larger base on the wizard to expand the aura.&lt;br /&gt;
*&#039;&#039;&#039;Curseblade:&#039;&#039;&#039; At the beginning of the battle, pick an enemy Hero anywhere on the battlefield. In every hero phase roll a dice, on a 4+ they take a mortal wound, and the bearer heals a wound. This is a nice weapon for sniping an enemy hero and healing the bearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkgreen|Nightfall Pack Battalion}}&#039;&#039;&#039; (170pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Mannfred, 2 units of Vargheists and 3 or more units of Skeletons &#039;&#039;&lt;br /&gt;
*Mannfred&#039;s spooky scares, meant to create fear among the enemy&#039;s ranks according to the lore, while on the tabletop it doesn&#039;t do enough to justify its points cost. &lt;br /&gt;
*&#039;&#039;&#039;Swooping Predators:&#039;&#039;&#039; Charging Vargheists gain an extra attack. Do you know what&#039;s better? Paying 20 points to get a new unit of Vargheists instead of this battalion.&lt;br /&gt;
*&#039;&#039;&#039;Call of the Night:&#039;&#039;&#039; Mannfred can re-roll the D3 when using his Deathly Invocation ability on skeletons in this battalion. Also not worth it.&lt;br /&gt;
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==={{color|teal|Legion of Grief}}===&lt;br /&gt;
*This is Lady Olynder&#039;s legion, if she is included in this army she MUST be the army general and if you include any Mortarch units she has to be one of them.&lt;br /&gt;
*More Restrictive Legion, only able to take &#039;&#039;Deadwakers&#039;&#039; &#039;&#039;Deathlords&#039;&#039;,  Deathmages, Deathrattle, and all the Nighthaunt. (No vampires allowed)&lt;br /&gt;
*This is found in Forbidden Power.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;{{color|teal|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of Grief:&#039;&#039;&#039; -1 bravery for enemies 6&amp;quot; of one of your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Spell Lore}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dread Withering:&#039;&#039;&#039; cast 5, debuff enemy unit within 18″. Until your next hero phase that units get -1 on saving rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wail of Doom:&#039;&#039;&#039; cast 8. Roll a dice for each enemy unit within 6″. 4+ you deal d3 mortal wounds to it.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Terror:&#039;&#039;&#039; cast 8, debuff a unit within 12″ until your next hero phase. that unit gets minus d3 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Amethyst Glow:&#039;&#039;&#039; Your general becomes a wizard (cast one spell and unbind one spell). If he is already a wizard, he instead knows two spells from the Legion of Grief spell list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vassal of the Craven King:&#039;&#039;&#039; as long as the general is on the battlefield, you get your command points back after use on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tragic Emanations:&#039;&#039;&#039; Enemy units within 12″ of the general gets -2 bravery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Gem:&#039;&#039;&#039; each hero phase you can pick between dealing 1 mortal wound to a unit within 6″ or heal 1 wound on the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gothizzari Mortayry Candle:&#039;&#039;&#039; Missile weapons get -1 on hit rolls against the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Souldrain Pendant:&#039;&#039;&#039; Roll a dice for each enemy unit within 3″ of the bearer at the end of the combat phase. On a 4+ you deal 1 mortal wound to the unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|teal|Battalion}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{color|purple|Soulblight}}===&lt;br /&gt;
*The all-encompasing Vampire army, in case you wanted an undead army that doesn&#039;t have skeletons/zombies and their lookalikes. Also fullplate vampire knights with 10 feet lances and evil undead armored horses are EDGY AS FUCK and a total plus the the army.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathless Thralls:&#039;&#039;&#039; Same thing different name, it allows you to ignore wounds on a 6+ if the wounded unit is within 6&amp;quot; of a &#039;&#039;&#039;SOULBLIGHT HERO&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;MAGIC:&#039;&#039;&#039;All SOULBLIGHT WIZARDS know an additional spell from the Lore of Vampires. Note that this also limits Mannfred and Neferata, who would otherwise be able to choose more freely.&lt;br /&gt;
*&#039;&#039;&#039;The Bloodlines:&#039;&#039;&#039; Now this is some sweet fluffy stuff. The old bloodlines are back and with a vendetta, a juicy bloodraining vendetta. You can select one of those for all your army and that is it, free buff for every model with the &#039;&#039;&#039;SOULBLIGHT&#039;&#039;&#039; keyword (including Mannfred, Neferata and Vhordrai!), and it still applies even if the general is slain! You may notice that some look fairly better than others:&lt;br /&gt;
**&#039;&#039;Dragon Warriors:&#039;&#039; The old Blood Dragons bloodline, this allows your units to reroll 1&#039;s to hit on the turn they charge. Pretty nice since the general aggressive style of the army though it would be better if you found a way to retreat and charge in the same turn. Turns mostly useless if you get Mannfred, pick something else then since his CA makes this quite redundant.&lt;br /&gt;
**&#039;&#039;Lords of the Night:&#039;&#039; These are the Von Carsteins. The bloodline allows your units to benefit from deathless thralls even if they are not within a &#039;&#039;&#039;SOULBLIGHT HERO&#039;&#039;&#039;. It is an okay buff if you don&#039;t have many characters, but it&#039;s outshone by every other choice here.&lt;br /&gt;
**&#039;&#039;Swift Death:&#039;&#039; The old Lahmia bloodline. OH BOY, this is nice. Gives your guys a +2&amp;quot; on movement plus the ability to move as if they can fly. I don&#039;t have to tell you how scary flying blood knights are. Its usefullness does not stop after the charge, since the +2&amp;quot; and fly can really help you nab some far away objective lategame and charge over enemy chaff.&lt;br /&gt;
**&#039;&#039;Necromantic:&#039;&#039; The old Necrarchs. Allows you to add 1 to casting and unbinding rolls for &#039;&#039;&#039;WIZARDS&#039;&#039;&#039; and give a -1 bravery to enemy units within 6&amp;quot; of one of your units. Can be combined with the Ruby Vial you can get -2 bravery and your standards for -3 bravery which is not bad at all. This is probably the go-to line if you want to use the Prince unique spell reliably.&lt;br /&gt;
*Do note that Soulblight Allegiance has no gravesites or sweet command ability that lets you bring SUMMONABLE units back to the field. You should using an elite army however so it&#039;s not like you&#039;d get a lot of mileage out of either of those.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Revenant:&#039;&#039;&#039; Add 1 to the wound characteristic of your general. Pretty straightforward and not too bad but there are better choices.&lt;br /&gt;
*&#039;&#039;&#039;Dread Knight:&#039;&#039;&#039; The general re-rolls 1&#039;s to hit against an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; in the combat phase. This would have been cool if it affected the mount too, as it is it&#039;s not great.&lt;br /&gt;
*&#039;&#039;&#039;Transfix:&#039;&#039;&#039; Now we&#039;re talking. One enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; per phase within 3&amp;quot; have to subtract 1 from his hit rolls that target the general. A nice duelist tool.&lt;br /&gt;
*&#039;&#039;&#039;Mist Form:&#039;&#039;&#039; This is great. If the general retreats from a fight, he can do it as he could fly and then he can charge. Really awesome if you get in a sticky situation, want to charge a unit behind the enemy lines or just want to keep getting the lance bonus if you&#039;ve sat the general on a dragon. This could lead to kitting your VLoZD with melee centric artifacts, like the Saccharine Goblet or Girthstrike, and rightfully so. Your VLoZD will not be as smashy as Vhordrai but he will be more reliable and present, being able to change his target every time he retreats.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039; Good old extra mortal wound on a 6+ roll to wound. Goes along great with the Saccharine Goblet for having mortal wounds on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Blood Fury:&#039;&#039;&#039; Add 1 to the attacks of every melee weapon of the general, which translates to add one attack to the only weapon of the general (usually). Only good if you give it to a Vampire Queen on Coven Throne as it gives you a Predatory Bite attack, but don&#039;t count on it, as it&#039;s still just a minor buff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Soulblight Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Slaking Blade:&#039;&#039;&#039; Choose a melee weapon. When it has dealt at least 6 wounds the model heals D3 wounds and the weapon get a permanent +1 damage. Cool and simple, you&#039;re going to get that bonus fast (since unless you&#039;re using a Vampire Queen, all of the weapons you can choose deal 2, 3 or D3 wounds) however it&#039;s not the best choice here.&lt;br /&gt;
*&#039;&#039;&#039;The Scabbing Plate:&#039;&#039;&#039; If the general deal at least a wound in the combat phase he heals a wound. Since our heroes are quite slashy, that should not be too hard to do, but overall it&#039;s not worth it unless it&#039;s used with a dragon. For a foot lord the Slaking Blade can heal you at about the time you&#039;ll need the Scabbing Plate and if you really need a heal fast, just use your chalice. If it&#039;s on a dragon however, then it can really help deal with the wounds dealt to the character since with the Hunger and Mist Form you can virtually guarantee kills (causing it to healing 2 wounds per combat phase) and with the size of the model (and their reputation) you can guarantee it&#039;s going to need the heals sooner or later to keep its stats up.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Wing:&#039;&#039;&#039; It is an angry bat. You choose an enemy unit within 30&amp;quot; and roll a dice. On a 3+ the bat tears out the eyes of a model, dealing one mortal wound to the unit. Not good, you&#039;ve got Mist Form and regular (so to speak) bats if you really want to close in on mages, let alone the fact that you&#039;ve got nothing to combo the bat familiar with.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of the Sanguine Throne:&#039;&#039;&#039; Now this is a nice piece of awesome. Once per charge phase it allows a &#039;&#039;&#039;VAMPIRE&#039;&#039;&#039; unit within 12&amp;quot; of the bearer to re-roll a failed charge. Good in general honestly. &lt;br /&gt;
*&#039;&#039;&#039;The Saccharine Goblet:&#039;&#039;&#039; Fantastic. Other armies have items that can only be used once per game to give half the effect this item delivers. Giving +1 to hit and to wound is great in general, but it really goes above and beyond when combined with Killing Blow or Blood Fury on a Vampire Queen. The Queen&#039;s kiss becomes a lot more effective (going from 1 attack with 3+ to hit and 4+ to wound, to 2 attacks with 2+ to hit and 3+ to wound) while the regular Vampire Lords now hit/wound on 2+/2+, with 5+&#039;s dealing a Mortal Wound in addition to their normal D3 damage. Sure there&#039;s 2 downsides, the first is that it only applies to the bearer (so no boosted handmaidens/spirits/dragon) and the second is that if you&#039;re unable to allocate any wounds at all after using it, the bearer takes D3 wounds. Honestly though, if you haven&#039;t caused any wounds with it you&#039;re either (un)healthy enough you can heal with the Chalice next turn, or you&#039;re hurt so badly the enemy units would&#039;ve finished you off even without the Goblet&#039;s help. Unless you&#039;ve got a great plan for the other items this is a solid go-to choice.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Vial:&#039;&#039;&#039; Once per battle you can use this to give ALL enemy units a -1 to bravery and charge rolls for one turn. Use it wisely and keep in mind, it lasts for 2 combat phases. Also it stacks with Necromantic Bloodline and banners, so this will make units charged by necromantic Blood Knights have a -3 bravery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{color|darkslateblue|Death}}===&lt;br /&gt;
This is for the player who wants the game to be on hard mode. Want to play with Ghouls, all the ghosts, Tomb Kings, and Bonereapers all in one army. Want to play Legions of Nagash, but without any of the bonuses that make them good, or do you want to play Grand Alliance: Death armies but without anything that prevented them from being shit? Then look no further! If you&#039;re interested in winning, however, pick literally any other Allegiance Ability. You are allowed to take any death unit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Bonuses}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions:&#039;&#039;&#039; Roll a D6 when wounds are allocated so long as the unit they&#039;re being allocated to is within 6&amp;quot; of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is not going to help all that often but it&#039;s a free benefit (and literally your only benefit, no gravesites or sweet command ability for you) so you might as well enjoy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Command Traits}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Night:&#039;&#039;&#039; The general increases their Deathless Minions effect to 12&amp;quot;. Not great, there are far better choices on here.&lt;br /&gt;
*&#039;&#039;&#039;Predator of the Shadows:&#039;&#039;&#039; +1 to hit and wound if your general&#039;s in cover. Decent, you can fly your vampire lord into cover and get a good benefit from this or put it on a Wight King to further boost decapitating strike. The only problem will be in trying to figure out how to make the fighting take place around cover (if you&#039;re going for objectives you should look at a different trait).&lt;br /&gt;
*&#039;&#039;&#039;Death Incarnate:&#039;&#039;&#039; Your general drops a morale bomb each Hero Phase by rolling 2 dice, and if the value equals or exceeds the Bravery of an enemy unit within 3&amp;quot; of the general, the unit chosen is smacked with D3 Mortal Wounds. Combat&#039;s where a lot of your leaders want to be so this one&#039;s not bad at all, even if you need to duck behind friendly units the 3&amp;quot; range means it can still help against mortal units.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Black Arts:&#039;&#039;&#039; Becomes a &#039;&#039;&#039;WIZARD&#039;&#039;&#039; with all that jazz and get a +1 bonus to cast/unbind if they&#039;re already a wizard. This is great and should be your go-to choice unless you&#039;ve got a good gameplan for any of the others.&lt;br /&gt;
*&#039;&#039;&#039;Red Fury:&#039;&#039;&#039; On a 5+, pile in and attack again. Okay, however, the high roll might cause it to only go off once in a game.&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Horror:&#039;&#039;&#039; The number of enemy models that flee during Battleshock within 12&amp;quot; of your general is doubled. This is alright, however, it isn&#039;t nearly as good as it used to be since now anyone can pay a command point to auto-pass Battleshock tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Death Artefacts}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cursed Book:&#039;&#039;&#039; Any model targetting you within 3&amp;quot; of the bearer of this artefact must subtract 1 from all hit rolls, as long as they lack the &#039;&#039;&#039;DEATH&#039;&#039;&#039; keyword. This is a good &amp;quot;leader&amp;quot; item and it stacks great with the Overwhelming Dread spell.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Mists and Shadows:&#039;&#039;&#039; [[Heinrich Kemmler|This looks familiar...]] This can be really useful to [[Thanquol|GTFO of combat that is going badly for your hero]] or after springing a trap. The bearer vanishes and has to reappear within 12&amp;quot; of their original location and 3&amp;quot; away from enemy models, remaining where they are if that&#039;s impossible. Take note that the effect is ONLY when you should pile in, so unless you&#039;re in combat, it&#039;s useless. Also, it&#039;s only 12&amp;quot;, so have an escape route beforehand.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Unholy Power:&#039;&#039;&#039; Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn&#039;t require the bearer to be a wizard (so surprise people by giving it to a Wight King). You have almost all the &#039;&#039;&#039;DEATH&#039;&#039;&#039; range to choose, so use it when your chosen unit is going to do the most damage.&lt;br /&gt;
*&#039;&#039;&#039;Black Amulet:&#039;&#039;&#039; Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12&amp;quot;. This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12&amp;quot;, and only that much in the last turn. While it&#039;s true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things.&lt;br /&gt;
*&#039;&#039;&#039;Tomb Blade:&#039;&#039;&#039; Pick one of the bearer&#039;s weapons, each wound roll of 6+ heals a wound done to them or a friendly DEATH unit within 6&amp;quot; of the bearer. Garbage, there are better ways to heal (your vampires already have abilities/items that do this) and it&#039;ll come up too rarely and with too little benefit to matter.&lt;br /&gt;
*&#039;&#039;&#039;Ring of Immortality:&#039;&#039;&#039; [[Vlad von Carstein|He may not have returned, but his ring has]]. When the bearer is slain but before they&#039;re removed from the field roll a D6. On a 3+ they are not slain, place them back on the field within 18&amp;quot; of their original position, more than 3&amp;quot; from enemy models and with D3 wounds healed. Good for making sure your Vampire doesn&#039;t die out of nowhere (especially since they can heal with their chalice later) and if you&#039;re lucky, you can slingshot the dead character into the enemy&#039;s backlines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Castellans of the Crimson Keep Battalion}}&#039;&#039;&#039; (150pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Prince Vhordrai and 3+ units of Blood Knights (aka what you&#039;d normally get if you played Soulblight)&#039;&#039;&lt;br /&gt;
*Not a soulblight battalion for whatever fucking reason. &lt;br /&gt;
*&#039;&#039;&#039;The Shifting Keep:&#039;&#039;&#039; Pick a battlefield edge before the game starts and place the battalion to the side. Instead of being deployed normally, at the end of any movement phase they can choose to enter from this table edge, being set up within 6&amp;quot; of this edge and 9&amp;quot; away from enemy models. Keep in mind that if you do choose to use this your army will be rather lacking on the table until they show up. If you&#039;re playing an objective based game then you might want to avoid this.&lt;br /&gt;
*&#039;&#039;&#039;In the Shadow of the Keep:&#039;&#039;&#039; Whilst within 15&amp;quot; of the table edge you&#039;ve chosen for The Shifting Keep, you can re-roll failed hit rolls with your Blood Knights swords and lances. A great benefit with the same drawback.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Deathmarch Battalion}}&#039;&#039;&#039; (170pts, Min:, Max:)&lt;br /&gt;
&#039;&#039;Wight King (either), a unit of Black Knights, a unit of Grave Guard and 3 units of Skeletons&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unbreaking Ranks:&#039;&#039;&#039; At the start of each hero phase, you can return 1 slain model to each Deathmarch unit within 9&amp;quot; of this battalion&#039;s Wight King. It&#039;s like you have a single gravesite, only you have to pay a battalion bonus to get it, it only brings back 1 model instead of D3, and it can be destroyed by the enemy.&lt;br /&gt;
*&#039;&#039;&#039;March of the Dead:&#039;&#039;&#039; In your hero phase, the Wight King and all units from this detachment that are within 9&amp;quot; of him can make a 4&amp;quot; move. Solid and helps get around their (mostly) low mobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|Arkhan&#039;s Skeleton Guard Battalion (Open Play Only)}}&#039;&#039;&#039; &lt;br /&gt;
*Included in the Skeleton Horde box, requires Arkhan the Black, 1 unit of black knights and 1 unit of skeleton warriors. Not legal in matched play as it has no point costs, as with all detachment included in &amp;quot;Start Collecting&amp;quot; boxes.&lt;br /&gt;
**&#039;&#039;&#039;March of the Dead:&#039;&#039;&#039; All units in this battalion (Including Arkhan) get to move an extra 4&amp;quot; in the Hero phase as long as they remain within 9&amp;quot; of Arkhan, but cannot run. Given Skeleton Warriors are 4&amp;quot; movement this effectively doubles their movement, making this a solid battalion for open play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|darkslateblue|The Wraith Fleet}}&#039;&#039;&#039; &lt;br /&gt;
*A Modification to the Death Grand Alliance and gives the following two abilities but restricts you to the following Factions: &#039;&#039;&#039;Soulblight, Deathmages, Deathrattle, Nighthaunt&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Without Warning:&#039;&#039;&#039; place a single unit in reserve and if you roll a 3+ during the Movement phase, you can place it within 6&amp;quot; of a Board edge as their movement.&lt;br /&gt;
**&#039;&#039;&#039;Nimbus of Shrieking spirit:&#039;&#039;&#039; When the above unit arrives, enemies within 12&amp;quot; subtract 1 bravery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
When giving out additional spells, Deathmages can pick spells from the Lore of the Deathmage, Vampires get Lore of Vampires, and Deathlords have access to both. There is also the Locus of Shyish. Cast any spell from any lore on an unmodified casting roll of 9+, and you get to resolve the effect twice. Which provides a great boost to many of these spells if you are lucky (~27% chance of casting twice is pretty fucking sweet). Legion of Grief doesn&#039;t get access to any of this.  Which sucks massively&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|midnightblue|Lore of the Deathmage}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Dread:&#039;&#039;&#039; At a casting value of 5, a unit within 18&amp;quot; loses 1 from hit rolls and 1 Bravery until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Fading Vigour:&#039;&#039;&#039; At a casting value of 6, a unit within 18&amp;quot; loses a melee attack and rolls only one dice on charges until your next hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Spectral Grasp:&#039;&#039;&#039; At a casting value of 6, pick a terrain feature within 18&amp;quot;, until the next hero phase, halve the movement of enemy units within 3&amp;quot; of the terrain at the start of their movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Prison of Grief:&#039;&#039;&#039; At a casting value of 7, a unit within 12&amp;quot;, until your next hero phase, when they try to move, on a roll of 5+, they can&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Decrepify:&#039;&#039;&#039; At a casting value of 6, a Hero within 18&amp;quot;, subtract 1 from its wound rolls and melee weapon damage (to a minimum of 1) until your next Hero phase.&lt;br /&gt;
*&#039;&#039;&#039;Soul Harvest:&#039;&#039;&#039; At a casting value of 7, enemy units within 3&amp;quot; of the caster suffer D3 mortal wounds. Then on a roll of 5+ for each allocated mortal wound that was not negated, heal the caster by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{color|purple|Lore of the Vampires}}&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Shyish:&#039;&#039;&#039; roll for each enemy unit within 12&amp;quot; suffer a mortal wound on a 5+. Terrible, even if you&#039;re up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Gale:&#039;&#039;&#039; roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it&#039;s better than Blade of Shyish.&lt;br /&gt;
*&#039;&#039;&#039;Vile Transference:&#039;&#039;&#039; an enemy unit 12&amp;quot; away takes d3 mortal wounds and then a friendly unit within 6&amp;quot; heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. Remember kids, the caster counts as a friendly unit, so he can use this to heal himself. &lt;br /&gt;
*&#039;&#039;&#039;Amethystine Pinions:&#039;&#039;&#039; Increases the casters movement by 5&amp;quot; and grants Fly. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn&#039;t really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). &lt;br /&gt;
*&#039;&#039;&#039;Soulpike:&#039;&#039;&#039; Target a unit within 18&amp;quot;, until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage.&lt;br /&gt;
*&#039;&#039;&#039;Amaranthine Orb:&#039;&#039;&#039; has a casting value of 7, draw a 1mm line that extends 12&amp;quot; away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there&#039;s little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
While the units in the Legions of Nagash can be used alongside each other without penalty (depending on which allegiance you have anyway) there are still various factions that the dead can be broken down into. As such this section will be split between the various factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Deathlords===&lt;br /&gt;
The super-units of the army. This encompasses the main leaders of the dead (Nagash, Arkhan, Neferata, and Mannfred), as well as Nagash&#039;s most powerful servants, the Morghasts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[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; (Behemoth, 880pts) The biggest and baddest bitch you or anyone else can get. Costs a whopping 880 points and, if used correctly, is worth every single point. First, he has 16 wounds with a 3+ save which will be rerolling 1&#039;s because of his command ability. He also has a 4+ save against mortal wounds that reflect the wounds back on a roll of 6. His real sauce comes from his ability to cast 8 spells a turn. He knows his own 2 unique spells, both of which are fantastic; Soul Stealer which deals mortal wounds while healing Nagash per wound and &amp;lt;s&amp;gt;Pimp&amp;lt;/s&amp;gt; Hand of Dust which gives him a 50/50 chance of insta-gibbing a model in CC if he successfully casts it.  He also knows 3 spells from either of the Lores of Death. Couple this with Arcane Bolt and Mystic Shield and he can cast 7 times a turn on his own, but he also knows the spells of all Death Wizards on the board, so go fucking nuts kids. This bitch can and will demolish units with mortal wound spam whilst also healing himself with spells like Soul Stealer and Vile Transference (if he ever gets hurt) and debuffing the survivors. He can also stare at them because HIS EYES ARE LASERS or some shit. And if you still aren&#039;t convinced he also boasts one of the scariest melee profiles in the game. The staff with -3 rend and d6 damage is great but the real sauce is that fucking sword. -2 rend and 3 damage flat hitting 6 times is just brutal and scares just about everything. And a sprinkling of spirit host attacks for more mortal wounds because yes. He also boasts some fucking amazing buffs for your army. His deathly invocation is re-rollable and affects 5 units anywhere on the board. His command ability is downright fucked, re-rolling 1&#039;s to hit and for save rolls and ignore battleshock for your ENTIRE ARMY including himself. The ignoring battleshock may not seem so important because of deaths naturally high leadership but it means you just don&#039;t have to worry about certain battleshock activated abilities like a Carnosaur roar. All in all, Nagash is one of the most well-rounded characters in the game, being an incredibly dangerous model in every phase of the game and buffing the shit out of your army, his only drawback being his insanely high points cost being prohibitively expensive at low point games and forcing you to build around him at higher points. And also fuck me his model is amazing and absolutely fucking towers above everything, just like Nagash would want.&lt;br /&gt;
**As of AoS 2.0 Nagash has only gotten better. Nagash&#039;s almost guaranteed casting means you can put Endless spells down left right and center, and if you are playing realm rules, then you can access another entire Lore per game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-mannfred-en.pdf Mannfred, Mortarch of Night]:&#039;&#039;&#039; (Behemoth, 340pts) Mannfred&#039;s price point means that he will be competing against VLoZDs, and he will almost never come up short. He has several factors which put his head and shoulders above other options. First is his command ability, a big bubble of rerolling 1&#039;s to hit and wound. This is a huge force multiplier and can be combo&#039;d with so many units to create massive sweeping charges. Black Knights, Blood Knights, Morghasts and other fast-moving elite units become far more dangerous when near Mannfred. Since his command ability also affects his own attacks, it makes his sword of unholy power, Ghiestvor, one of the most reliable and hard-hitting weapons in the game. Ghiestvor gains +1 to hit and wound rolls if you successfully cast a spell in your last hero phase. This hitting and wounding on 2&#039;s rerolling 1&#039;s and rend -1 means that you can bank on an almost guaranteed 3-4 d3 damage from the sword alone. Couple this with his also powerful Sickle-glaive, and his Dread Abyssal and spirit attacks, he will be crippling monsters and decimating units left, right and center. He is also a competent spellcaster, able to cast 2 spells a turn, and has an ok if a bit situational, unique spell. Where he falls short is his relative frailty compared to a VLoZD. He only has a rather meager 11 wounds and a 4+ save, and whilst this is somewhat mitigated by his 2 wound regen every time he kills a model in combat, a couple of big hits will be far more noticeable. That being said, his most powerful attacks aren&#039;t linked to the dragon, so they will not degrade as he takes damage. If it comes down to a choice between the 2, Mannfred is more of a force multiplier than a VLoZD, but there is plenty of overlap. Or just take both with a shitload of cavalry and just annihilate your enemy on a first turn charge.&lt;br /&gt;
&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; (Behemoth, 360pts) oh my if the good, old arkhan get a incredible change of his warscroll! the weapons haven&#039;t changed unfortunately, so don&#039;t expect to him to kill giant hordes, overpowered hero or terrifying monster. Before, he was the second best wizard in the LoN army, and you take him for his unique spell, the casting and dispelling bonus of +2, it&#039;s command ability and good resurrection capacity. Now he is in the group of the STRONGEST WIZARDS IN THE GAME. He now can cast 3 spells at hero phase (4 if you get his battalion), heal directly 3 wounds on 3 summonable units within 24&amp;quot;,without rolling the D3, becoming a great healer, and most important his Staff let him cast as many arcane bolts and mystic shields as he want, even if another wizard casted them. I know what you are thinking:&amp;quot;but those spell suck, they are more useless than a cairn wraith!&amp;quot;. I&#039;m sorry to say that if you are thinking this you are a big idiot. Arcane bolt deal D3 mortal wounds with a cv of ten or more, MODIFIERS ALLOWED! this mean that if you use the battalion you get a +4 bonus to his spells, dealing D3 mortals wounds at a 6+. This can be devastating if taken together with his command ability, shooting at enemy support heros from afar and with all the calm of the world (&amp;quot;that lord-castellant close to your 20 sequitors is so cute! Do you mind if I deal 4 D3 mortal wounds to him?&amp;quot;). While all of this makes him a better wizard he get an unfortunate nerf. Curse of the years don&#039;t kill an entire enemy unit if you had to do 1+,because now a 1 is always a fail, so you will have to roll always the dice even if you reach that point. Also now he doesn&#039;t know the spells of death wizards close to him, and can use his command ability only once for hero phase. Even with those nerfs, he is generally a better wizard than before, who can fight for the fourth place of best spellscaster of the game (after nagash, teclis, and lord kroak) against the lords of change, slann starmasters and morathi. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/en-US/Deathlords-Mortarchs-Neferata Neferata, Mortarch of Blood]:&#039;&#039;&#039; (Behemoth, 340pts) Lost her ability to create extra vampires in the updated warscroll.  Of the Mortarchs, Neferata is the melee powerhouse (by comparison, sporting seven nifty attacks by herself, has the same 2 wound lifesteal as Arkhan and Mannfred but with a bonus wound healed if Neferata killed a hero, her Dagger of Jet has the mightiest-lord-of-Khorne ability to instagib a model on a dice roll and she also has a Dread Abyssal steed plus a spirit host following her around.  Let&#039;s not forget her command ability is a -1 hit bubble that extends 15 from Neferata at full health.  On the downside Neferata gets no casting bonuses, but she can cast two spells and her signature spell lets her give a selected unit the Nighthaunt abilities to fly and ignore save Modifiers (imagine casting this on a unit of Black Knights, a Terrorgheist, or Nagash to make him immune to rend on top of everything...).  In her Legion of Blood, Neferata also subtracts -1 from the Bravery of any enemy units in 6 - with her command ability, she essentially gets the Overwhelming Dread spell for free and it can&#039;t be dispelled.  These negative modifiers DO stack if she gets near anyone already effected by Overwhelming Dread, so imagine anything fighting Neffy with -2 to hit and Bravery (everyone else will be hitting her on 5&#039;s and have bravery 6 on average).  As of AoS 2.0, the ability to use her Command in addition to other Commands gives her a huge power boost.  Compared to the other Mortarchs, she does require more fine-tuning and is a melee/debuff combo character.  Run her alongside Nagash and watch your enemy flail ineffectually as he tries to figure out whether he should just go for Nagash or kill Nef first to drop the negative hit modifier.  Or run her alongside her old flame Arkhan so you can divide your opponents&#039; attention between her debuffs, his spellcasting and at least 1+ deathstar unit you now have the points to bring (I&#039;m looking at you Mortarch Harbingers).  This is all while you are systematically ruining their army.&lt;br /&gt;
&lt;br /&gt;
====Deathlords Units====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Harbingers-en.pdf Morghast Harbingers]:&#039;&#039;&#039; (Min:2 Max:6 210pts) {{color|red|No longer }} &#039;&#039;Battleline&#039;&#039;{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. Excellent, it&#039;s like having a unit of characters. Harbingers roll 3D6 when they charge (so no snake eyes to fuck you over) and with their halberds (which you should always take over the swords) they put out an absurd amount of damage, obliterating everything in their path, this includes monsters and the characters riding them. Strike first and cripple whatever you&#039;re up against, they can take the retaliation when it&#039;s their turn thanks to their 6 wounds and 4+ save. Give them further buffs with command abilities if you&#039;re up against a similar deathstar, then sit back and watch the show. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Archai-en.pdf Morghast Archai]:&#039;&#039;&#039; (Min:2 Max:6 210pts) {{color|red|No longer }} &#039;&#039;Battleline&#039;&#039;{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. The same thing as the Harbingers only they have mortal wound protection instead of 3D6 charge. More situational than the Harbingers, the Morghast can tank a ton of effects that cause mortal wounds already, but if you plan on using them as a backup for a battleline then you can definitely choose them over the Harbingers. Best Used as bodyguards for Nagash in the First Cohort Warscroll Batallion, as their 5+ against mortals works after to pass them off from Nagash. Just like the Harbingers they have the option of going between swords and halberds, but considering what you want them to be up against (elite and monsters), go with the halberds. The extra rend and damage will do you much better.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-grave-guard-en.pdf Grave Guard]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; and &#039;&#039;Battleline&#039;&#039;. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also having the potential to deal double damage on a wound roll of 6+. You can take 30 of these guys for a very steep price, but since they have 1&amp;quot; swords, it&#039;s unlikely they will all be able to attack HOWEVER they&#039;ll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades.&lt;br /&gt;
**15 seems to be the golden number for unit size. Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1&amp;quot; weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soulblight===&lt;br /&gt;
The vampire faction and one of the most elite armies in the game, right behind the Everchosen. Good if you want a cavalry-heavy force, very fast and very hammery, not so much if you want a cheap army (both in terms of cash and points).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;Mannfred, Mortarch of Night:&#039;&#039;&#039;(Behemoth, 380pts) Read Deathlords entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neferata, Mortarch of Blood:&#039;&#039;&#039;(Behemoth, 380pts) Read Deathlords entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Prince%20Vhordrai.pdf Prince Vhordrai]:&#039;&#039;&#039; (Behemoth, 480pts)He is basically a vampire lord on zombie dragon on steroids which wake up really early in the dusk and have no time for any of your bullshit. No, seriously, this guy is a fucking blender and probably a claimer for the title of smashiest hero in the game. Better statline than a VLoZD with lance, chalice and shield but his lance has an additional attack and rend -2 and a fucking angry dragon which can spit some death-fire-rape-juice that causes FUCKIN 6 MORTAL WOUNDS when full hp (it can degrade quite quickly if the enemy focuses him down but remember that he can heal). To add some gravy on a really really bloody beef, his unique spell allows him to add 1 to BOTH HIS HIT AND WOUND ROLLS. I mean, Nagash almighty, that is downright terrifying. His command trait allows a hero to attack as if it were the combat phase (this hero cannot be him unfortunately, that would have been waaaay too gross) or, if the hero is a wizard (which all of your heroes are), to cast an extra spell, so you can consider bringing another VLoZD along with him if you plan to smash some eggs with your dragon goon squad. He comes at 40 points more than a vanilla VLoZD, so if you&#039;re going to be bringing one Lord on Dragon, you would do well to bring him unless you&#039;ve got a really good plan on what to do with the regular VLoZD.&lt;br /&gt;
**If you want an incredibly expensive deathball, run Vhordrai and Mannfred in the same army. Whilst this combo is more expensive than fucking Nagash, you have some of the highest damage potential in the game. Vhordrai&#039;s stats with Quickblood mesh super well with Mannfred&#039;s command buff, making his already crazy power incredibly reliable, and there aren&#039;t many targets for Vhordrai&#039;s command ability better than Mannfred. The only thing holding this back is the average reliability of casting Quickblood itself, though this is remedied by including (even as an ally) a Mortis Engine, corpse cart or taking the necromantic bloodline. The Mortis Engines buff to casting means that Vhordrai and Mannfred will be much more likely to cast their unique spells whilst also adding a source of regen and mortal wounds to the pair. This combo could potential put out 6+3d3 mortal wounds in a turn (not including Mannfred using a non-unique spell (Amaranthine Orb for +d6 (Or even 2d6 if double cast))) before charging and doing an average of at least 40 damage to a 4+ save opponent, and if you double turn use Vhordrai to give Mannfred a free attack in the Hero phase. If there is anything left after the attack you just pulled, either you are the unluckiest person in the world, or your opponent is cheating.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-coven-throne-en.pdf Coven Throne]:&#039;&#039;&#039; (Behemoth, 260pts) For when you really want to cherry-tap some shmucks in luxury. This thing pours out TWENTY-FIVE attacks in melee. They also allow you to reroll a single dice this model rolls per game.  Still, good for getting off that spell you need in a pinch. Has a meh unique spell (Bravery test on 3D6, if they fail they cannot attack the caster, fine agent hoard not so with heroes). Can be good if you&#039;re up against mortal units, otherwise stick to stuff like Vile Transference, Amethyst Orb or Soul Pike. Its Command Ability lets you allow a Death unit to Re-roll all hit, wound, and save rolls of 1 until your next hero phase, which is great. It&#039;s also ridiculously fast with a 14&amp;quot; flying movement.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Bloodseeker%20Palanquin.pdf Bloodseeker Palanquin]:&#039;&#039;&#039; (Behemoth, 300pts) Similar to the Coven Throne, only it sucks. It can increase the attack of all &#039;&#039;&#039;Soulblight&#039;&#039;&#039; units if a Hero is slain near it, but you&#039;ve already got traits or abilities for that. It has a short-range missile weapon that deals d3 mortal wounds if you roll higher than the unit&#039;s leadership with 2 dice. is also has a 12&amp;quot; spell that targets a hero that has a 50% to deal 1 mortal wound, 1/3 to deal d3 and a 1/6 chance to deal d6 mortal wounds. Just skip it, it&#039;s not worth the ridiculous points you have to pay for it (being 40 points more expensive than a Coven Throne and nowhere near as useful, gaining a possible 1 extra attack for your dudes instead of a shitload more damage).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-vampire-lord-en.pdf Vampire Lord]:&#039;&#039;&#039; (140pts) While most armies must choose between fighter and caster, your Vampire Lord does both. He&#039;s got a great melee profile, can cast a spell a turn and has a powerful Command Ability. And since he can heal wounds by killing stuff, you want him in the thick of it. It can also have wings or a nightmare to increase his movement, with the wings letting you fly while the nightmare grants you another melee weapon. Since the command ability grants an additional attack with each weapon of the affected unit, it&#039;s best to use this on models with few strong attacks or better yet on models with more than one weapon profile. If you want to be a real jerk, use the Lord&#039;s buff on a Dragon, which turns into an absolute rape machine thanks to this. Using his command ability on a big unit of skeletons is also a great tactic to just drown the enemy with attacks. If you play carefully enough, 30 skeletons would be getting 4 attacks each (1 attack base, +2 attacks with a unit of 30, +1 from buff) with +1 to hit if they are near a lord. He has a blood chalice that gives him back D6 wound once per game (it&#039;s &#039;optional&#039;, but since there&#039;s no downside to taking it you should always have it), increasing the dude&#039;s (un)life span. All in all, a quite nice little hero that can be a pretty scary backline assassin, ready to debuff an enemy monster and then jump some squishy unit while topping up your own dudes or putting a serious hurt on the enemy with the right spells.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/en-US/Vampire-Lord-on-Zombie-Dragon-2016 Vampire Lord on Zombie Dragon]:&#039;&#039;&#039; (Behemoth, 440pts) Unless you&#039;ve already taken Vhordai, there is next to no reason to take this dude as he&#039;s only 40 points cheaper and doesn&#039;t have nearly the same statline to compensate for being similarly priced (they have their uses, however, see the point below)That being said, he does still have a bunch of devastating attacks and what might be the meanest breath attack in the game, as it hits units of 6 or more models automatically and then Wounds on 2+. The Vampire, on the other hand, provides a bunch of healing to the Dragon and yet another powerful melee profile. Like all Vampires, he&#039;s a Wizard, but with a very gimmicky unique spell that will never see use. His Command Ability is providing re-rolls To Hit to a friendly Death unit, which works well with your already high to hit values (or if you really needed a Bat Swarm to hit something for once). His durability is also something to be amazed at, not only does he have a once per game chalice of blood that heals him D6 wounds, the right traits/equipment (see above) can help the dragon live far longer than most monsters too. Get Vile Transference, Mist Form and the Scabbing Plate and you&#039;ll passively heal 2 wounds nearly every combat phase, heal D3 wounds per spell cast and heal D6 wounds once per game if you really need it. Keep that statline up so that the dragon can keep ripping and tearing. This guy will have your opponents wishing they were playing Legions of Nagash.&lt;br /&gt;
** They can have some utility that Vhordrai lacks.  Give him some spicy fucking command traits and artifacts and watch him fucking go.  Say your army is from Shyish, which it should be, and give him the Ethereal Amulet for a 3+ UNRENDABLE SAVE.  Or take him in a Legion of Blood where he gains +1 attack for every melee weapon, then give him Walking Death where every hit roll of 6+ doesn&#039;t roll to wound but does the general&#039;s melee weapon&#039;s damage in MORTAL WOUNDS (sadly this doesn&#039;t work for the Zombie Dragon&#039;s attacks as well or this would be overkill to make Vhordrai almost redundant) and combine it with his ability to re-roll hits AND the artifact of the realms Ghyrstrike, which will net him a +1 to hit and wound. Or a mix of the previous, and there are several other spicy combos.&lt;br /&gt;
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====Soulblight Units====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-blood-knights-en.pdf Blood Knights]:&#039;&#039;&#039; (Conditional Battleline: Soulblight army, 180pts, Min:5 Max:15)&#039;&#039;Battleline&#039;&#039;. BK&#039;s are one of the most contentious units and for good reason. First, the models themselves are dated and crazy expensive. 5 of them will set you back a Baneblade (Fingers crossed the new models will be more affordable).  Second, the changes to banners mean they have lost their source of model regeneration. They still heal 1 wound when they kill something, but lacking the summonable keyword, this is their only form of healing outside of spells. So what do you get for all this? You basically get Chaos Knights with Glaives, but +1 to hit, an additional attack, permanent -1 rend, and d3 damage on the charge. They also have all the standard death goodies of shields, banners, and hornblowers. The Kastellan adds +1 to attacks instead of +1 to hits. Put bluntly they are a very expensive unit that is capable of dealing huge amounts of damage on the charge. The problem is your opponent will know this and will take them out ASAP. They are fairly tough, but the loss of regen has really hurt them in this department. But this isn&#039;t to say that they haven&#039;t gained anything from the new rules. If taken in a Legion of Blood army, they each gain an additional attack (horses included) and an additional -1 to bravery that stacks with their banner. This bonus to attacks makes this unit one of the single most offensively powerful units in the game. You basically have an entire unit of Vampire Lords or Daemon Princes&#039; on the charge. A unit of 5 will be putting out 21, -1 rend, d3 damage attacks, and 15 horse attacks every turn, at -2 to bravery. If you have a Vampire Lord within range use its command ability on them, they&#039;ll be putting out 26 attacks. If you can get some rerolls in there you&#039;ll be putting out 20+ damage a charge, enough to annihilate most units and monsters. Blood Knights are powerful, but they do require quite a bit of list tailoring and building your play around them maximize their power, but when you do, oh fucking boy will you mentally scar your opponent. It can be a good idea to take a unit of 10 if you got 360 points to spare and you will have a terrifying hammer unit. Remember to support them with a vampire lord, coven throne or mannfred CA for extra smashyness or with Neferata to make them extra annoying.  Very strong in a Legion of Blood or Soulblight army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-vargheists-en.pdf Vargheists]:&#039;&#039;&#039; (Conditional Battleline: Soulblight army, 150pts, Min:3 Max:12)&#039;&#039;Battleline&#039;&#039;. These guys are a cheap hammer unit, and man does they do work. They are not particularly durable, but they are very fast and swing for 2 damage a hit, AND for every model they kill they roll a dice and on a 6 they get an additional attack. Legion of Night loves these guys for the ability to outflank with them. They are not quite as strong as Morghasts (another hammer unit) in terms of raw power, but you are saving 60 points by taking Varghiests over them. But hey! Why not take both? It is advisable to take both as they do sort of fulfill different roles. Varghiests especially excel at murderising hordes. Those additional attacks can really stack up, as multiple damage attacks against hordes can wipe out a lot of models. This is not to say they aren&#039;t versatile, but they are a fantastic unit to clear out enemy tarpits with their sheer speed and damage. Consider that against a unit with a 5+ save (the staple for horde/chaff units), 3 of these boys will kill an average of 8 models, which will probably become more if said chaff has low morale. For 150 points this is very nice&lt;br /&gt;
**With the GH2019 they are battleline again in a soulblight army, so grab some of these fuckers and run them along with your blood knights to murderize some hordes while their more sophisticated kin dispatches more elite targets on the charge. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bat-swarm-en.pdf Bat Swarms]:&#039;&#039;&#039; (SUMMONABLE, 80pts, Min:2 Max:8) They&#039;re swarms. A lot of attacks, awful Hit, and Wound rolls. Their flavor heals all wounds if it inflicts a wound, but that&#039;s not why you take them. You take them because all enemy units within 12&amp;quot; of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12&amp;quot; flying movement. Keep in mind too that their melee range is 3&amp;quot;, in effect meaning that you can put them behind Blood Knights, Fell Bats or Vargheists to inflict further wounds on enemy units while keeping them relatively safe. Have them come up to the side of those units so that hordes can&#039;t lap around them (while still letting them heal all the damage they receive) and you&#039;ll appreciate them more.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-fell-bats-en.pdf Fell Bats]:&#039;&#039;&#039; (SUMMONABLE, 80pts, Min:3 Max:12) These are odd. They have surprising staying power with 3 wounds each, but their damage output can generously be described as lacking. However, once an enemy model in their vicinity dies, they double their attacks for the rest of the game, granting 6 attacks to each bat. If you&#039;re going to use them then you should keep them near your Blood Knights or Vampire Lord (despite their movement). Once those units kill something then these guys become great.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===Nighthaunt===&lt;br /&gt;
Spooky ghosts. The Nighthaunt have their own book and if you want to use them exclusively, [[Age_of_Sigmar/Tactics/Death/Nighthaunt|you should look elsewhere first]]. With the release of Age of Sigmar 2.0, many Nighthaunt units have been FAQ&#039;d to be available to Grand Host of Nagash, Legion of Sacrament, Legion of Blood or Legion of Night armies. Several of these units are pretty great in a LoN army and should certainly be considered. You still have to ally in any other Nighthaunt units from their Battletome though.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039; (60pts) The Cheapest hero and a Ghost. A hero with only four wounds, that&#039;s unusual, but understandable since the Ethereal rule already makes him annoyingly hard to kill, as it makes his 4+ save unaffected by Rend and 4 Wounds is enough to survive a perfect Arcane Bolt. What he does is swing a big honking scythe that&#039;s basically a Stormcast&#039;s Grandhammer with three swings and rerolls To Hit if the target unit has 5 or more models, so he&#039;s pretty blendy, too. In open play, you can also field 3 or 4 of these guys in an unofficial unit and watch them tear through chaff (With scythes go figure). Sadly this doesn&#039;t work as well in matched play as these guys fill up your precious hero slots and considering how useful your heroes are right now, there&#039;s barely any reason to use this guy anymore&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]&#039;&#039;&#039; (80pts)  a Cairn Wraith that became a Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee.&lt;br /&gt;
**Use with a Guardian of Souls nearby and with the Headsman&#039;s Judgement, this guy can dish out some serious hurt.&lt;br /&gt;
**Sadly, only does the extra damage on unmodified wound rolls of 6.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]&#039;&#039;&#039; (80pts) Remember what we said about shooting? This is one of the few units that has a shooting phase in our army and her attack deals mortal wounds based on the opponent&#039;s Bravery. She has classic Nighthaunt defenses and Frightful touch BUT she only makes one attack. Her weapon has a solid profile, but it&#039;s better to keep her out of melee range and instead support your Skeletons with Deathless Minions. Her Scream has great synergy with any unit or death wizard that reduces bravery. She also is pretty affordable as far as hero units go, just make sure you don&#039;t bring her along when you fight high bravery armies like Daemons and Death. She shines vs Stormcast and grots because they have low bravery and are vulnerable to mortal wounds.&lt;br /&gt;
&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)  The Ghost Commander, CA that grant +1 to hit for Nighthaunt. He can work very well with some of the Nighthaunt elite infantry, although he does struggle to keep up with mounted ghosts. Other than that he functions similarly to a Vampire Lord. Same wounds, similar weapon except for 2 damage instead of d3, has regen but only when killing heroes. He is alright, but for 20 points more you can get the one on a horse with a better command and an additional wound.&lt;br /&gt;
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*&#039;&#039;&#039;[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, one extra wound plus the extra attacks from the spooky horse, and his command ability gives +1 attacks to a Nighthaunt unit wholly within 18&amp;quot; instead. Actually, a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]&#039;&#039;&#039;  (140pts) A Wizard healer and Ghost support. His exclusive spell restores d6 wounds/resurrect of SUMMONABLE NIGHTHAUNT unit within 24&amp;quot;, while he also makes every Nighthaunt wholly within 12&amp;quot; add 1 to their wound rolls, which is phenomenal for Chainrasps and inconsequential to Spirit Hosts. He is a welcome addition to making your Ghost LoN undying.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass&#039;&#039;&#039; This variant is more useful to LoN armies than Nighthaunt ones, as while his spell only affects Nighthaunt units (allowing one to move in the hero phase, and if they retreat they can still charge that turn), his other ability is more general - enemy units within 9&amp;quot; of this model only roll 1D6 when charging, rather than 2.  Sadly just too short-ranged to affect deep strikers, but could lead to some amusing [[rage]] from your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]&#039;&#039;&#039; (120pts)  Obnoxious little guy with average stats, but good weapon stats(4+/3+/-2/D3 and &amp;quot;2 range) and the ability to restore d3 wounds to a Nighthaunt unit within 6&amp;quot; at the beginning of each Battleshock phase if at least 3 enemy models died in the turn (3 wounds with no roll if the dead guys are all Stormcasts). Plus every Nighthaunt unit within 12&amp;quot; can reroll any 1 to hit. He is a must-have in any Ghost focused legion. Another great support piece for Etherial LoN Lists.&lt;br /&gt;
&lt;br /&gt;
====Nighthaunt Units====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Horde]&#039;&#039;&#039;  (SUMMONABLE, &#039;&#039;&#039;Battleline&#039;&#039;&#039;, 80/280pts, Min:10 Max:40) Get undead chaff, give them 6&amp;quot; flying and a unmodifiable 5+ save. They make superior chaff. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re 10 or more. Get a bunch of heroes around them to buff their attack stats and enjoy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]&#039;&#039;&#039; (SUMMONABLE, 60pts, Min:4 Max:16) Another unit with annoying attacks. They reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not) and with drummer to retreat &amp;amp; charge. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, you might want to bring larger units of them to prevent &amp;quot;ye olde hexwraiths-getting-deleted-in-a-single-turn&amp;quot; conundrum. Have a hero that heals/resurrects float around with them, and turn that 1 Wound per Model disadvantage into some tasty tasty enemy-morale-breaking heals/resurrects. &lt;br /&gt;
**Alternate Opinion: Never take them for anything but character hunting, as the glaivewraiths get rerolls to hits where the grimghasts do not, namely on units with less than 5 models. They have a cheap minimum unit, unlike the grimghasts, so taking a small unit to fill out a list and add even more table presence to your army is good.&lt;br /&gt;
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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; (SUMMONABLE, 160/420pts, Min:10 Max:30) These guys are both cheap and resilient and can pack a punch in melee with their 2 attacks and -1 Rend, especially if buffed by Vanhel&#039;s Dance Macabre from a Necromancer or Blood Feast from a Vampire Lord. You could even take one of the Nighthaunt heroes listed above, most of which have Nighthaunt-specific buffs. They can also re-roll hit rolls against units with 5 or more models, making them great against medium to large elite units and hordes. With their very high movement of 8&amp;quot; and the FLY keyword, they can take objectives quickly and efficiently. Unless you really want to run nothing but skeletons, consider the Grimghast Reapers as a cornerstone of your army. A good way to fit these guys into your army is to drop one of your horde Battleline units and replace them with cheap Dire Wolves, freeing up the points for a large unit of Grimghasts.&lt;br /&gt;
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*&#039;&#039;&#039;Spirit Hosts:&#039;&#039;&#039; (SUMMONABLE, 120pts, Min:3 Max:12) Oh boy, these ghoulish ghastlies are by far one of the most underrated units in the battletome. They seem expensive at first but they come with a lot of nasty surprises. First, like all Nighthaunt units, they have a 4+ save that cannot be modified positively or negatively (for those coming from 40K it&#039;s like an invulnerable save) they have 6 attacks each and if they hit on an unmodified 6+ they deal a mortal wound instead! These guys will be dishing out mortal wounds left at right all while being durable as fuck. And if that wasn&#039;t enough they are SUMMONABLE meaning they can regen wounds and fallen units (remember they have 3 wounds each meaning that they can only resurrect on a 5+ with deathly invocation and gravesites also holy shit they have 3 wounds.) It&#039;s worth saying that units of 3 or 6 are probably your best bet seeing as they have large bases and it would be hard for say 9 or 12 to all be in combat. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; (SUMMONABLE, 140pts, Min:5 Max:20)  Hexwraiths occupy an interesting spot in LoN. On paper, they are better than ever. Summonable makes them Resection. Their Frightful Touch common to all Nighthaunt Units let them bypass rolls with mortal wounds. But the buff of Black Knights means you have 2 types of cavalry to pick from, (not including Blood Knights) and in a lot of cases, Black Knights are superior. They have the ability to deal far more wounds for 20 points less. But Hexwraiths do have several things over their cheaper cousins. They have far better durability, with the classic Nighthaunt 4+ unmodifiable save. They are also substantially quicker due to having fly and ignoring terrain and models when moving, and the ability to deal MWs to a model if they do move over them. Hexwraiths also have  -1 rend on their scythes, making them far better in protracted combats or if they are charged first. Hexwraiths are then better suited at striking at vulnerable enemy units. Their speed and resilience mean that they are very good at taking out enemy support elements and assassinating enemy war machines and characters that stray, as well as dodging screening units. Nothing is quite as troll-y than flying straight over your enemy&#039;s tarpit, dealing a handful of mortal wounds to it and charging the archers behind them. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Legion Black Coach]:&#039;&#039;&#039;(120pts) Theoretically, the old Black Coach is pretty good, especially if you keep buffing it with Wizards. The problem with this is that in order to get all those buffs, you pretty much need to spam Wizards, which you are already spamming in some builds.&lt;br /&gt;
**It &#039;&#039;is&#039;&#039; fast with a 10&amp;quot; move, but lacks flying (gaining it later at the Fourth Level of Evocation of Death.) and is missing the Nighthaunts penchant to ignore rend. He has the same weapon as the Cairn Wraith and the reroll hits if a unit has 5+, with the addition of 4 more attacks with his horses. So in an AOS1 Nighthaunt Allegiance army he will not level up reliably and costs the same as two Cairn Wraiths...the Wraiths will have 1 more wound, collectively, and double the good attacks on top of ignoring rend, oh and they fly.&lt;br /&gt;
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===Deathmages and Deadwalkers===&lt;br /&gt;
Necromancers and their zombies. Your main source of cheap wounds and surprisingly effective hordes, the spells to keep your army in the fight and the Mortis Engine.&lt;br /&gt;
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====Deathmages====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-necromancer-en.pdf Necromancer]:&#039;&#039;&#039; (&#039;&#039;&#039;Hero&#039;&#039;&#039;. 130pt) They can use what is basically 40k&#039;s Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That&#039;s great because you really need these guys alive and out of harm&#039;s way. They can cast a spell a turn, in addition to the great spells the legion gives, they have a very powerful unique spell that lets a friendly SUMMONABLE unit pile in and fight twice, which gets A LOT more mileage out of your Zombies.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-mortis-engine-en.pdf Mortis Engine]:&#039;&#039;&#039; (&#039;&#039;Behemoth&#039;&#039; 180pts), Strictly speaking, they are not a &#039;&#039;Leader&#039;&#039; for whatever reason (interring your own necromancers and using them as weapons might have something to do with that). The Mortis Engine is a support behemoth that provides several useful abilities and attacks. First, it has 12 wounds, and a 4+ save and a movement of 14&amp;quot;, giving it some pretty impressive stats. It has several different attack profiles, in combat, it has 2 spirit hosts worth of damage, and the Corpsemaster&#039;s Staff, which is your standard wizard attack that deals d3 damage and will never hit. It also boasts an aura of banshee screams, rolling 2d6 against any enemy unit within its range and dealing d3 mortal wounds if you beat their bravery. It has utility in its Bound Necromancer, giving +1 to death wizard casting within 12&amp;quot;, and -1 to all other castings. Its real sauce is that once per game in the hero phase you may open the Reliquary, allowing you to roll 4d6 and everything within that range will either take d3 mortal wounds or heal them if they are death units. This ability can be obscenely powerful. Coupled with its Banshee screams it is not unlikely that you can throw out an absolute bucket of mortal wounds, whilst also healing your own troops. This makes the Mortis Engine hilarious when put near spellcasters like Nagash and Arkhan, making their casting guaranteed, or just buffing your regular Necro&#039;s and Vampires, as well as once per game healing them all and blasting anyone that gets too close. It can also be used as a hilarious tarpit, where you can throw it into the heart of the enemy&#039;s army due to its high movement and fly, and your opponent will either have to divert serious attention to murder it or just run away before it nukes and heals itself. That being said this monster will not hold up in combat against powerful melee units and is best used to support your casters from behind a wall of skeletons where it can use its ranged attacks to damage enemy units and provide a powerful counter push if you need.&lt;br /&gt;
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====Deadwalkers====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-zombies-en.pdf Zombies]:&#039;&#039;&#039; (&#039;&#039;Battleline&#039;&#039;&amp;quot;Summonable&amp;quot;, 60/320pts, Min:10, Max:60) Zombies are in a rough spot. They&#039;re actually quite good, but wolves and skeletons are stiff competition. They can get 3+/3+ if they have 40 or more models. (2+/3+ if there is a corpse cart) The maximum unit size for these guys is a whopping 60 models. They have only 1 attack each and no save BUT they are summonable and if they kill a unit in the fight phase, on a roll of a 6 they become a zombie! If you have them don&#039;t be afraid to run the zombie train, but unless you really like zombies, I would advise new players to stick with skeletons for big hordes. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dire-wolves-en.pdf Dire Wolves]:&#039;&#039;&#039; (&#039;&#039;Battleline&#039;&#039;&amp;quot;Summonable&amp;quot; 70pts  Min:5, Max:30) These mangy pups are actually really good thanks to the new battletome. They have two wounds and are fast as fuck which is useful for grabbing objectives and they are SUMMONABLE meaning these guys can resurrect fallen models just like skeletons can. (Although, thanks to the wording on Deathly Invocation, you can only resurrect a wolf on a result of 2 or more on a d3.) And to top it all off, these guys are going to be your cheapest battleline because unlike Zombies and *somewhat* Skeletons; they are very effective taken as a minimum sized unit. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Unholy%20Lodestone.pdf Corpse Cart with Unholy Lodestone]:&#039;&#039;&#039; (80pts) Buffs your pups and zombies while boosting your own casting abilities and helping your units recover thanks to Deathly Invocation, what&#039;s not to like? Maybe its combat abilities, but then again you&#039;re not paying to see it win fights its for magic and raise spam.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Balefire%20Brazier.pdf Corpse Cart with Balefire Brazier]:&#039;&#039;&#039;(80pts) The polar opposite of the other corpse cart. Replaces buffs with hampering casting and damaging close by wizards. Skip always for Unholy Lodestone as the Brazier needs be close to the enemy which it&#039;s ill-suited for and you usually be pairing zombies with a wizard.&lt;br /&gt;
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===Deathrattle===&lt;br /&gt;
Your skeletons and Wight Kings. They vary between chaff and actual damage dealers. They form a very reliable backbone for the Legions of Nagash armies.&lt;br /&gt;
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====Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wightking-en.pdf Wight King w/ Baleful Tomb Blade]&#039;&#039;&#039; (120pts) The Wight King on foot is unfortunately pretty unremarkable (The model does look cool so props if you field him). Wight King on a steed, however, deserves a special mention and there is literally no reason why you should run him on foot as it gives you nothing compared to boosted movement and extra attacks. Being a mounted unit, he is a solid addition to a unit of black knights/hexwraiths/dire wolves giving them Deathless Minions and possibly his command ability for black knights while also keeping up with them. He is pretty decent in melee but admittedly is outclassed by a Vampire Lord on Steed which is only 20 points more for a better weapon and access to spells (his command ability carries a steep price).&lt;br /&gt;
**Here&#039;s some food for thought. A Wight King w/ the Baleful Tomb Blade with the Lord of Nagashizzar trait also gives +1 attack to himself, while a Wight King of the Legion of Night can claim a 2+ save while in your territory to help not being shot at. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wightking-blackaxe-en.pdf Wight King W/ Black Axe]:&#039;&#039;&#039; (120pts) Lacks a steed option and has a worse save than its Sword counterpart. Instead, the model can slay enemies that it has allocated wounds to on a 6+, while halving the damage it takes from an attack, rounding up (the remainder are negated). Not a great choice by any stretch of imagination, the insta-kill will come up too infrequently to matter while the armour isn&#039;t going to save him from good damage dealers or even normal units. If you want damage, just pay the extra 20 points to get a Vampire Lord.&lt;br /&gt;
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====Deathrattle Units====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-skeleton-warriors-en.pdf Skeleton Warriors]:&#039;&#039;&#039; (Battleline, &amp;quot;Summonable&amp;quot;, 80/280pts, Min:10 Max:40) &#039;&#039;Battleline&#039;&#039; for any &#039;&#039;&#039;DEATH&#039;&#039;&#039; army &amp;quot;Summonable&amp;quot;. Literally, the reason you wanted to play Death. These guys are nasty when taken in 40 men chunks. If you go for a 30 or 40 men unit, always go with spears as the sheer volume of attacks thanks to the additional range will outperform by far the +1 to hit. If you take them in their smallest size, to pay the battleline tax for instance, then go for swords (if you are going for min units, just use direwolves. Better in every respect and cheaper too.) With Necromancers casting Vanhel&#039;s Danse Macabre and the command ability from regular vampire lords or wight kings these guys will sport 4 attacks each and can fight twice, bonus memes if you have the Grand Host of Nagash allegiance you can also use the Lord of Nagashizzar to give them an extra attack totaling 5 attacks per skeleton. Use both the vampire lord&#039;s and the wight king&#039;s abilities and get 6 attacks each for 241 attacks, going to 482 attacks with Vanhel&#039;s Danse Macabre. They also have a 6+++ FnP and a 6+ save that can be increased to 5+ if the enemy has a weapon with no rend. Against rend -11 or more expect them to drop like flies only to be resurrected in the following hero phase as they are SUMMONABLE and restore d3 models per hero and gravesite. Neat!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-grave-guard-en.pdf Grave Guard]:&#039;&#039;&#039; (Conditional Battleline: Grand Host of Nagash, &amp;quot;Summonable&amp;quot;, 140/360pts, Min:10 Max:40) sadly not &#039;&#039;Battleline&#039;&#039; for all &#039;&#039;&#039;DEATH&#039;&#039;&#039; armies. Before the battletome, they were outclassed by skellies but now not so much. Fear not for the Grave Guard can now regenerate models just as fast as skeletons and boost a better armor save and better rend while also deal double damage on a wound roll of 6+. You can take 30 of these guys can be costly if they didn&#039;t revive, but since they have 1&amp;quot; swords, it&#039;s unlikely they will all be able to attack HOWEVER they&#039;ll have enough bodies to keep from being blasted off the table turn 1. The shields are pretty helpful against rend 0, and the great blades +1 to wound really help make these guys as killy as possible so depending on what you normally face at your FLGS you should kit these guys out accordingly which will more than likely be the great blades. Max size is Enough that you can take casualties and still fight back but not so much that you lose efficiency from their 1&amp;quot; weapons.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-black-knights-en.pdf Black Knights]:&#039;&#039;&#039; (&amp;quot;Summonable&amp;quot;, 120pts, Min:5 Max:20) &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Black Knights have become an absolutely fantastic unit in LoN due to receiving a +1 to hit with and an additional attack with their lances. This means that on the charge Black Knights can put out a rather frightening amount of 2 damage attacks for a very reasonable price. They are also very survivable, with 2 wounds each and a 5+ save+crypt-shield making it very difficult to wipe the unit before your regeneration kicks in. They only have 2 major weaknesses. First is their lack of rend. This can really gimp them against some targets, but the amount of attacks they put out typically means that only a couple of failed saves can really hurt. Second is that they need the charge to be capable of putting out actual damage. If they have to go into the second round of combat or they are charged themselves they will not hold up in combat at all. This is not so much of a problem as their speed and low price point means that they should both be able to get the charge and they are cheap enough to be used as a tarpit if need be. They are best used as a fast-moving screening unit alongside Hero&#039;s like Mannfred who can buff them so they hit obscenely hard on the charge but are also cheap enough that they can be used to buffer the enemy to line up a perfect turn of spellcasting and combat from Mannfred.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-the-sepulchral-guard-en.pdf Deathrattle Sepulchral Guard]:&#039;&#039;&#039; (80pts,  Min:7 Max:7) The guys from shadespire are still a thing and coming in smaller sizes than standard Skeleton Warriors min size they instead get to reroll charge rolls for free and come with varied weapon options. Beyond that not much else to write up on them beyond having newer models to standard skeletons. &lt;br /&gt;
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===Behemoths===&lt;br /&gt;
Terrorgheists and Zombie Dragons! The two biggest units not covered by any existing army.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terrorgheist-en.pdf Terrogheist]:&#039;&#039;&#039; (300pts) The giant zombie bat is back and now he is more terrifying than ever. No, really this guy is straight-up nasty and he&#039;ll have your opponent screaming imba. He now sports a 4+ save which he desperately needed and carries a very deadly ranged weapon in the form of a deathly shriek. Now the Terrogheist&#039;s shooting attack is unusual as it deals mortal wounds as long as you roll over their bravery. Even Stormcasts will suffer significant losses due to the death shriek. His Gaping Maw is the butter to his biscuit when you attack with this weapon and roll a 6 TO HIT, you do not need to make a wound roll or save, automatically deal 6 MW. And then when the Terrogheists inevitably dies it explodes and deals d3 mortal wounds to each unit (friend and foe) within 3&amp;quot; to say fuck you one last time as it dies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-zombie-dragon-en.pdf Zombie Dragon]:&#039;&#039;&#039; (300pts) Similar to the Terrogheist except has more melee attacks and a breath attack that can auto-hit by rolling equal or less than the target&#039;s model count before rolling for a hit. For more details, look at the vampires that mount them. &lt;br /&gt;
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&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Flesh-eater Courts&#039;&#039;&#039;: currently the only supported Death Faction you can Ally with. you could use Crypt Flayers like VARGHEISTS that can deal mortal wounds. Here&#039;s a thought, in 2000 point games you can ally an Abborant Ghoul King on Terrogheist and use his command ability to summon either 3 Crypt Flayers or 3 Crypt Horrors for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nighthaunt&#039;&#039;&#039;: Now with AoS 2.0 we can ally with Nighthaunt not included in the LoN book or starter set! This also includes the Mourngul who briefly could not be part of a LoN list. Myrmourn Banshees and Chainghasts are great additions to LoN as one is a dedicated anti-magic unit while the other actually gives Death respectable shooting.&lt;br /&gt;
&lt;br /&gt;
*&#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:C903:CDD2:9DCF:58E0</name></author>
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