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====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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