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====Soulblight Units==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-blood-knights-en.pdf Blood Knights]:''' (Conditional Battleline: Soulblight army, 180pts, Min:5 Max:15)''Battleline''. BK'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't to say that they haven'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' 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'll be putting out 26 attacks. If you can get some rerolls in there you'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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-vargheists-en.pdf Vargheists]:''' (Conditional Battleline: Soulblight army, 150pts, Min:3 Max:12)''Battleline''. 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'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 **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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bat-swarm-en.pdf Bat Swarms]:''' (SUMMONABLE, 80pts, Min:2 Max:8) They're swarms. A lot of attacks, awful Hit, and Wound rolls. Their flavor heals all wounds if it inflicts a wound, but that's not why you take them. You take them because all enemy units within 12" of them take a -1 penalty To Hit in the shooting phase, which is fucking massive considering they have a 12" flying movement. Keep in mind too that their melee range is 3", 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't lap around them (while still letting them heal all the damage they receive) and you'll appreciate them more. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-fell-bats-en.pdf Fell Bats]:''' (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'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. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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