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===Artillery=== '''Screaming Skull Catapult (160pts):''' Okay, let's start with the good news. It has a 36" range, its shot does a nice consistent 4 damage (but keep reading), it doesn't need line of sight and it gets two shots instead of one if you have a Necrotect next to it. Also, if it does damage to an enemy unit, they suffer -2 to their Bravery until the end of the turn. Now the bad news. It has a crew of three skellys who function as a separate unit, and they need to stay within 1" of the machine for it to be able to move or fire. These guys have one wound each and a crappy save and if some of the crew die, your catapult's Damage characteristic starts to degrade. If they all die, your catapult can no longer move or fire at all. That's the main problem - you need to protect your catapult and its crew from enemy shooting, and enemy magic, and deepstriking units - otherwise it will be very quickly rendered useless. Hopefully you'll have some nice line-of-sight-blocking terrain on the table for at least the crew to shelter behind. Furthermore, while the catapult has a maximum range of 36", it also has a minimum range of 6", so if a small enemy unit can tag your catapult in melee, you'll be unable to fire even if they don't kill you. All in all, it's a bit of a risky investment at 160pts. The simple way to fix this thing and make it decent would be to remove the crew as a separate unit - simply add 3 wounds to the catapult, give it the Crew's Tools as a melee weapon and delete the rules relating to the crew, and then give it the '''DESERT LEGIONS''' keyword. <s>(things had changed a bit because now if you play any catapult all the DEATH wizard in your army now a unique spell with a CV of 5, who let you respawn the crew if they get killed. Quite nice all at all.)</s> this is untrue, the crew summoning spell has been removed from the warscroll in the compendium.
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