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==={{color|purple|Soulblight}}=== *The all-encompasing Vampire army, in case you wanted an undead army that doesn'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. <div class="mw-collapsible-content"> '''{{color|purple|Bonuses}}''' *'''Deathless Thralls:''' Same thing different name, it allows you to ignore wounds on a 6+ if the wounded unit is within 6" of a '''SOULBLIGHT HERO'''. *'''MAGIC:'''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. *'''The Bloodlines:''' 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 '''SOULBLIGHT''' 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: **''Dragon Warriors:'' The old Blood Dragons bloodline, this allows your units to reroll 1'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. **''Lords of the Night:'' These are the Von Carsteins. The bloodline allows your units to benefit from deathless thralls even if they are not within a '''SOULBLIGHT HERO'''. It is an okay buff if you don't have many characters, but it's outshone by every other choice here. **''Swift Death:'' The old Lahmia bloodline. OH BOY, this is nice. Gives your guys a +2" on movement plus the ability to move as if they can fly. I don't have to tell you how scary flying blood knights are. Its usefullness does not stop after the charge, since the +2" and fly can really help you nab some far away objective lategame and charge over enemy chaff. **''Necromantic:'' The old Necrarchs. Allows you to add 1 to casting and unbinding rolls for '''WIZARDS''' and give a -1 bravery to enemy units within 6" 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. *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's not like you'd get a lot of mileage out of either of those. '''{{color|purple|Command Traits}}''' *'''Curse of the Revenant:''' Add 1 to the wound characteristic of your general. Pretty straightforward and not too bad but there are better choices. *'''Dread Knight:''' The general re-rolls 1's to hit against an enemy '''HERO''' in the combat phase. This would have been cool if it affected the mount too, as it is it's not great. *'''Transfix:''' Now we're talking. One enemy '''HERO''' per phase within 3" have to subtract 1 from his hit rolls that target the general. A nice duelist tool. *'''Mist Form:''' 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'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. *'''Killing Blow:''' 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+. *'''Blood Fury:''' 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't count on it, as it's still just a minor buff. '''{{color|purple|Soulblight Artefacts}}''' *'''The Slaking Blade:''' 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're going to get that bonus fast (since unless you're using a Vampire Queen, all of the weapons you can choose deal 2, 3 or D3 wounds) however it's not the best choice here. *'''The Scabbing Plate:''' 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's not worth it unless it's used with a dragon. For a foot lord the Slaking Blade can heal you at about the time you'll need the Scabbing Plate and if you really need a heal fast, just use your chalice. If it'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's going to need the heals sooner or later to keep its stats up. *'''Crimson Wing:''' It is an angry bat. You choose an enemy unit within 30" 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'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've got nothing to combo the bat familiar with. *'''Sigil of the Sanguine Throne:''' Now this is a nice piece of awesome. Once per charge phase it allows a '''VAMPIRE''' unit within 12" of the bearer to re-roll a failed charge. Good in general honestly. *'''The Saccharine Goblet:''' 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'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+'s dealing a Mortal Wound in addition to their normal D3 damage. Sure there'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're unable to allocate any wounds at all after using it, the bearer takes D3 wounds. Honestly though, if you haven't caused any wounds with it you're either (un)healthy enough you can heal with the Chalice next turn, or you're hurt so badly the enemy units would've finished you off even without the Goblet's help. Unless you've got a great plan for the other items this is a solid go-to choice. *'''Ruby Vial:''' 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. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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