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===Deathlords=== The super-units of the army. This encompasses the main leaders of the dead (Nagash, Arkhan, Neferata, and Mannfred), as well as Nagash's most powerful servants, the Morghasts. <div class="mw-collapsible-content"> ====Leaders==== *'''[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]:''' (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'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 <s>Pimp</s> 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'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'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'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. **As of AoS 2.0 Nagash has only gotten better. Nagash'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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-mannfred-en.pdf Mannfred, Mortarch of Night]:''' (Behemoth, 340pts) Mannfred'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's to hit and wound. This is a huge force multiplier and can be combo'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's rerolling 1'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'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. *'''[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]:''' (Behemoth, 360pts) oh my if the good, old arkhan get a incredible change of his warscroll! the weapons haven't changed unfortunately, so don'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'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",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:"but those spell suck, they are more useless than a cairn wraith!". I'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 ("that lord-castellant close to your 20 sequitors is so cute! Do you mind if I deal 4 D3 mortal wounds to him?"). While all of this makes him a better wizard he get an unfortunate nerf. Curse of the years don'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'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. *'''[https://www.games-workshop.com/en-US/Deathlords-Mortarchs-Neferata Neferata, Mortarch of Blood]:''' (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'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'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'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' attention between her debuffs, his spellcasting and at least 1+ deathstar unit you now have the points to bring (I'm looking at you Mortarch Harbingers). This is all while you are systematically ruining their army. ====Deathlords Units==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Harbingers-en.pdf Morghast Harbingers]:''' (Min:2 Max:6 210pts) {{color|red|No longer }} ''Battleline''{{color|red|, since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome}}, only if Nagash is the general though. Excellent, it'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're up against, they can take the retaliation when it's their turn thanks to their 6 wounds and 4+ save. Give them further buffs with command abilities if you're up against a similar deathstar, then sit back and watch the show. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Morghast-Archai-en.pdf Morghast Archai]:''' (Min:2 Max:6 210pts) {{color|red|No longer }} ''Battleline''{{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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-grave-guard-en.pdf Grave Guard]:''' '''SUMMONABLE''' and ''Battleline''. 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" swords, it's unlikely they will all be able to attack HOWEVER they'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. **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" weapons. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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