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===Deathmages and Deadwalkers=== Necromancers and their zombies. Your main source of cheap wounds and surprisingly effective hordes, the spells to keep your army in the fight and the Mortis Engine. <div class="mw-collapsible-content"> ====Deathmages==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-necromancer-en.pdf Necromancer]:''' ('''Hero'''. 130pt) They can use what is basically 40k's Look Out Sir, allocating wounds they suffer to Skeletons and Zombies around them, which grants them significantly more staying power. That's great because you really need these guys alive and out of harm's way. They can cast a spell a turn, in addition to the great spells the legion gives, they have a very powerful unique spell that lets a friendly SUMMONABLE unit pile in and fight twice, which gets A LOT more mileage out of your Zombies. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-mortis-engine-en.pdf Mortis Engine]:''' (''Behemoth'' 180pts), Strictly speaking, they are not a ''Leader'' for whatever reason (interring your own necromancers and using them as weapons might have something to do with that). The Mortis Engine is a support behemoth that provides several useful abilities and attacks. First, it has 12 wounds, and a 4+ save and a movement of 14", giving it some pretty impressive stats. It has several different attack profiles, in combat, it has 2 spirit hosts worth of damage, and the Corpsemaster's Staff, which is your standard wizard attack that deals d3 damage and will never hit. It also boasts an aura of banshee screams, rolling 2d6 against any enemy unit within its range and dealing d3 mortal wounds if you beat their bravery. It has utility in its Bound Necromancer, giving +1 to death wizard casting within 12", and -1 to all other castings. Its real sauce is that once per game in the hero phase you may open the Reliquary, allowing you to roll 4d6 and everything within that range will either take d3 mortal wounds or heal them if they are death units. This ability can be obscenely powerful. Coupled with its Banshee screams it is not unlikely that you can throw out an absolute bucket of mortal wounds, whilst also healing your own troops. This makes the Mortis Engine hilarious when put near spellcasters like Nagash and Arkhan, making their casting guaranteed, or just buffing your regular Necro's and Vampires, as well as once per game healing them all and blasting anyone that gets too close. It can also be used as a hilarious tarpit, where you can throw it into the heart of the enemy's army due to its high movement and fly, and your opponent will either have to divert serious attention to murder it or just run away before it nukes and heals itself. That being said this monster will not hold up in combat against powerful melee units and is best used to support your casters from behind a wall of skeletons where it can use its ranged attacks to damage enemy units and provide a powerful counter push if you need. ====Deadwalkers==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-zombies-en.pdf Zombies]:''' (''Battleline''"Summonable", 60/320pts, Min:10, Max:60) Zombies are in a rough spot. They're actually quite good, but wolves and skeletons are stiff competition. They can get 3+/3+ if they have 40 or more models. (2+/3+ if there is a corpse cart) The maximum unit size for these guys is a whopping 60 models. They have only 1 attack each and no save BUT they are summonable and if they kill a unit in the fight phase, on a roll of a 6 they become a zombie! If you have them don't be afraid to run the zombie train, but unless you really like zombies, I would advise new players to stick with skeletons for big hordes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dire-wolves-en.pdf Dire Wolves]:''' (''Battleline''"Summonable" 70pts Min:5, Max:30) These mangy pups are actually really good thanks to the new battletome. They have two wounds and are fast as fuck which is useful for grabbing objectives and they are SUMMONABLE meaning these guys can resurrect fallen models just like skeletons can. (Although, thanks to the wording on Deathly Invocation, you can only resurrect a wolf on a result of 2 or more on a d3.) And to top it all off, these guys are going to be your cheapest battleline because unlike Zombies and *somewhat* Skeletons; they are very effective taken as a minimum sized unit. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Unholy%20Lodestone.pdf Corpse Cart with Unholy Lodestone]:''' (80pts) Buffs your pups and zombies while boosting your own casting abilities and helping your units recover thanks to Deathly Invocation, what's not to like? Maybe its combat abilities, but then again you're not paying to see it win fights its for magic and raise spam. *'''[https://www.games-workshop.com/resources/PDF/Downloads/ENG%20Corpse%20Cart%20with%20Balefire%20Brazier.pdf Corpse Cart with Balefire Brazier]:'''(80pts) The polar opposite of the other corpse cart. Replaces buffs with hampering casting and damaging close by wizards. Skip always for Unholy Lodestone as the Brazier needs be close to the enemy which it's ill-suited for and you usually be pairing zombies with a wizard. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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