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==Warscrolls== ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord.pdf Vampire Lord]'''(140 pts): The average vampire is pretty potent for a warrior with flight, a modest weapon with -1 Rend and the ability to heal d3 wounds whenever it kills an enemy model in combat - meaning that you might actually be able to hang on even if you just kill a few models in a mob each turn. It's also a wizard with a command ability that gives one summonable unit extra attacks, which you'll need because those goons are going to go down quickly. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord_OnZombieDragon.pdf Vampire Lord on Zombie Dragon]'''(435 pts): Lost a lot of it's healing ability with Chalice of Blood being gone but The Hunger being buffed to D3 instead of 1 could make up for it. Also lost Dread Knight Command Ability (not sure why it has no Command Ability presume AOS 3.0?), Blood Boil renamed to Curse of Exsanguination but remains the same. As for the buffs Deathlance Charge got a damage increase from 1 to 2 dmg and improved the rend by 1. Ancient shield is now baked into his stats giving VLoZD a +3 Armour Save. All in all VLoZD depending on the Dynasty will still be an absolute killing machine on the charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Coven_Throne.pdf Coven Throne]'''(310 pts): You want a hero who does everything? This is the Bad Bitch Wagon. A flying Wizard with mortal wounds, 25 attacks per turn in melee (granted, they aren't the best attacks, but you do get a hell of a lot of them), and an absolutely disgusting command ability. You WILL be using this command ability as often as possible, as it gives a +1 to hit AND wound AND improves armor saves. Plop a Coven throne down next to 10 Blood Knights and they're basically unkillable. Not to mention, the unique spell rolls 3d6 versus a target's bravery, and if they fail they CANNOT target the Coven Throne in any way, with attacks or abilities, until it wears off. The only real downside is that it's an enormous target, and any sane player will throw everything they can into killing the Bad Bitch Wagon. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Bloodseeker_Palanquin_2021.pdf Bloodseeker Palanquin]'''(290 pts): A giant artillery chariot, it's chief weapon instantly deals MWs to all enemies within range (though this range decays with damage), a potent force for an army with no artillery to speak of. The unique spell allows it to suck out more MWs from an enemy hero, and if that hero dies close enough, this can also lead to buffing friendly vampires. Simply put, this shouldn't be your lone hero, it should be accompanying your general (if you're not grabbing a named hero anyways). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vengorian_Lord.pdf Vengorian Lord]'''(280 pts): The angrier monster vampire, but actually a bit more defensive than the normal ones or the zombie dragon. Theyโre still decently killy though, capable of soloing a Gargant with little fuss. Compared to the base vampire, they have an aura for debuffing enemy Rend and a spell to make it easier to harm enemies. If one of your units kills an enemy unit within 12", their command ability helps that unit heal some wounds to keep them running. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King.pdf Wight King]'''(115 pts): The pure beatstick of the heroes. While the weapon's about as effective as the vampire's, though the wight king also deals a mortal wound on a nat 6 to hit. His command ability's specifically made for skellies, making a {{AOSKeyword|Deathrattle}} unit within 12" re-roll 1s to hit in melee. If you're planning to focus more on the bone-boys, then you'll be just well-served by this guy as you would with a vampire. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King_On_Steed.pdf Wight King on Skeletal Steed]'''(130 pts): For 15 more points than the footsloger, you get +2 wounds and triple your movement, and swap out the chance at mortal wounds on 6's for more reliably causing them on the charge. Otherwise, he remains the hero of choice for supporting the bonepile and is especially served by joining a pack of black knights. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Necromancer.pdf Necromancer]'''(125 pts): A wizard clad in tatters. Then again, why would he need anymore when he can just have some nearby summonable units soak up the wounds for him. Indeed, he does need them around because aside from summoning them and using them as meatshields, he can also cast a unique spell that can let them fight again, a stark upgrade from the vampire lord's command ability and only casts on a 6+. ====Named Characters==== Nagash and Soulblight named characters with a dynasty (save the Cursed City characters) all have a special rule that allows them to be treated as general in addition to the one that you choose in an army of their dynasty (or any of them for Nagash). You can use this to your advantage if you want to utilize the generic command abilities, or in certain battle plans. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Nagash.pdf Nagash]'''(950 pts): The supreme lord of the undead is now a whopping 950. He gets access to all spells in whichever Death faction he joins, giving him a good versatile selection for him to use. Note that due to his status as supreme lord of the undead, he's able to work with any dynasty though he won't gain any allegiance abilities aside from the spell lores. ** He also gained a bit of a perk from the 2021 balance battletome, granting a command ability that lets him give a nearby '''DEATH''' unit +1 to their ward save. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Neferata.pdf Neferata, Mortarch of Blood]''' ('''Legion of Blood''', 365 pts): A lot more direct compared to Manny, and by necessity. Not only can she heal more from killing compared to the average vampire, but she also has a weapon that can insta-kill a model. She also has two tricks that really help her army. First is her command ability, which gives enemy melee attacks within 12" of her -1 to hit with the range now unaffected by how many wounds she takes. Her signature spell also make a friendly unit immune to negative save modifiers; that's right, not rend, but negative save modifiers. Have her cast this and Mystic Shield on Blood Knights for a 2+ unrendable save. This makes her a viable strongpoint for Legion of Blood armies, but also a visible target. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mannfred_von_Carstein.pdf Mannfred Von Carstein, Mortarch of Night]''' ('''Legion of Night''', 380 pts): The lord of assholes returns, just as dangerous as before. While he's still pretty dangerous between his own weapons and his beastly mount, his role remains being an elusive prick who bounces across the field to pick off the weak bits. Not only can he fly, but he can also redeploy wherever he wants once he's stuck in combat. The moment he kills something with his sword, he can then boost a {{AOSKeyword|Summonable}} unit, and this can stack with his command ability so his lackeys can fight on without his direct intervention. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Vhordrai_2021.pdf Prince Vhordrai]'''('''Kastelai''', 455 pts): Has had a nerf to Breath of Shyish being a flat 6 MW is now D6 and also now is only usable on a 3+ without the previous modifier of +1 if Vhordrai had slain an enemy model in the previous combat phase. Has had a buff to Bloodlance Charge much the same as VLoZD +1 dmg and added 1 rend and buff to The Hunger being D3 instead of 1. Of note he retains Chalice of Blood which VLoDZ did lose and still retains his Command Ability Fist of Nagash and his Spell Quickblood. Overall Kastelai players may prefer using him over a VLoDZ for the extra few points until AOS 3.0 reveals the new Command Abilities for Generals. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Belladamma_Volga.pdf Belladamma Volga, First of the Vyrkos]'''('''Vyrkos''', 200 pts): Though she can't fly, she's very fast and comes with a whirlwind of attacks thanks to her pet wolves. She's best run with some dire wolves, who can act as her meatshields as well as benefiting from her command ability (which lets them pile in an additional +3", meaning their engagement range is 6"). Also helpful is that she's a powerful wizard with two special spells, one that deals MWs and replaces the slain models with Dire Wolves, and the other making the target friendly unit deal double the hits on a 6+ to hit roll. If you plan on playing her, keep her behind plenty of dire wolves, and grab someone else if you plan on supporting the rest of your legions. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Wolf.pdf Radukar, The Wolf]'''('''Vyrkos''', 150 pts) now no longer needs to be taken as a complete set with all the other cursed city models so could be brought in on his own. Though a good beatstick you might just be better off just bringing his beast mode variant, as you can't bring them both. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Gorslav_The_Gravekeeper.pdf Gorslav the Gravekeeper]'''('''Vyrkos''', 75 pts): An absolute steal for any <b>DEADWALKER</b> focused Vyrkos force. Has the ability to bring a half-size version of any destroyed <b>SUMMONABLE DEADWALKER</b> unit (not limited to zombies, so bring the dogs back, too!) to the table, without relying on a chance die roll. His dirt-cheap price means it's incredibly easy for him to bring more points to the table than it cost to bring him. 7 wounds with a 3+ dump-it-on-a-zombie save makes him quite tanky, and some solid shovel swings makes him a decent combat character. In addition, his own <b>DEADWALKER</b> keyword makes it really easy to trigger the -2 bravery debuff. Don't leave home without him! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Torgillius.pdf Torgillius the Chamberlain]'''('''Vyrkos''', 115 pts): A Vyrkos dedicated Deathmage, and Radukar the Wolf's BFF. 10 points cheaper than a standard Necromancer at the cost of trading the amazing Vanhel's Danse Macabre for his own identical-but-strangely-harder-to-cast version of Overwhelming Dread, and a less reliable but non-conditional ward save. Has the potential to generate an extra CP if he's within 3" of Radukar the Wolf, but that proximity means that one of them is not where they should be on the battlefield. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Watch_Captain_Halgrim.pdf Watch Captain Halgrim]'''('''Vyrkos''', 80 pts): A Kirkland-brand budget Wight King. Trades giving a unit of skellies re-rolling 1's to hit to instead give 3 {{AOSKeyword|Deathrattle}} units a guaranteed 4" run. If you are running a heavy {{AOSKeyword|Deathrattle}} list he can be an interesting budget hero that actually fights reasonably well. Not as much utility as some other hero options but cheap enough to consider as a support hero. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Beast.pdf Radukar, The Beast]'''('''Vyrkos''', 315 pts): Wow what a real melee beatstick this dude is! Can run and charge same turn, 3+/3+ 12 attacks -1 rend 2 dmg or d3 dmg with Piercing Blade (Bloodslick Claws able to do 2x MWs on 6s), pseudo in built Gryph Feather Charm -1 to hit, the generic "The Hunger" all Vampire Lords seem to have now and 12 wounds make him quite tanky as well. His CP abilities are pretty nuts too able to give a bubble of +1 attack to all Soulblight Gravelord units within 18" of him if he made a charge in that turn, notice how it says keyword "Soulblight Gravelords" this actually makes your Blood Knights very frightening with Radukar being able to keep up with them quite nicely being able to run and charge same turn. Summoning 10 Dire Wolves within 12" of him once per battle also quite a neat trick good for outflanking/capturing points but slightly limiting with the 12" bubble and 9" away from enemies. Very amazing points cost for the utility he provides. Also of note Curse City heroes/Radukar the Wolf cannot be in the same army as Radukar the Beasts lore is after Cursed City. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Kritza.pdf Kritza, The Rat Prince]'''('''Vyrkos''', 95 pts): Largely a cheaper Vampire Lord, Kritza trades off a point of armour for an extra wound, and swaps spellcasting for a -1 th hit in melee against him and a rather impressive ability to, when slain, be set up again elsewhere on a 4+ role, making him relatively resilient despite also lacking 'The Hunger'. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lady_Annika.pdf Annika, The Thirsting Blade]'''('''Vyrkos''', 110 pts): Another lord equivalent, Annika also swaps armor for wound, and her spellcasting for 4+ wound negation and completely healing all wounds when she slays a model instead of d3. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lauka_Vai.pdf Lauka Vai, The Mother of Nightmares]''' ('''Avengorii''', 285 pts): The new monster as a hero, acting a named vengorian lord. She's very potent, acting as combat superiority between her spell nerfing enemy charges and her aura nerfing enemy rending. She's meant to be crushing the enemy, with a charge bonus like the mounted vampire lord, and the chance to run and charge on the same turn - though this is at the cost of her command ability, which influences friendly monsters. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Duvalle.pdf Prince Duvalle] & [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Crimson_Court.pdf The Crimson Court]''' (200 pts): Duvalle is pretty gimped for a vampire, lacking flight or any weapons aside from his sword, though he also comes with a unique spell useful for zeroing in on an enemy unit. His court aren't quite as durable, though one acts as a beef wall and they can effectively hop through terrain so they can kill whoever Duvalle targets. ===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deathrattle_Skeletons.pdf Deathrattle Skeletons]''' (85pts/10, max 30, {{AOSKeyword|Summonable}}): Renamed and remodeled skeletons with mediocre weapons with no rend. Come with the ability to re-roll 1s on their Deathless Minion's checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deadwalker_Zombies.pdf Deadwalker Zombies]''' (115 pts/20, max 60, {{AOSKeyword|Summonable}}): The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3", so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don't expect them to kill much. ** Alternative opinion: mortal wound on a hit roll of 6 is not a joke. Consider that with 6" pile in it is easy to get large number into combat, with vampire lord buff and/or Radukar buff, a fairly cheap unit of zombies can dish out a scary number of mortal wounds per turn. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Dire_Wolves.pdf Dire Wolves]'''(135 pts/10, max 30, {{AOSKeyword|Summonable}}): These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don't get buffs from corpse carts anymore. And of course, they're still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. They also share the "Dead Walker" Key-word with the Zombies so they can share buffs the would effect them. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions. ===Behemoth=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Terrorgheist.pdf Terrorgheist'''] (Battleline in '''Avengorii''', 305 pts): Big boi, retains the same stats it had before, unfortunately the inability to fish for 6s with Gaping Maw like our '''[[Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts|FEC]]''' brethren can do kinda makes the points cost potentially not worth it also has no way of healing without investing in Mutations in Avengorii and costs 5 more pts than a Royal Terrorgheist. Interestingly is battleline in Avengorii Dynasty. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Zombie_Dragon.pdf Zombie Dragon'''] (Battleline in '''Avengorii''', 295 pts): A massive monstrosity, now without a vampire riding on top. It retains its multitude of attacks as well as its breath weapon, ideal for dissolving mobs. Of course, its issue is that it's pretty flimsy with only a 4+ save protecting it. Even if it's battleline, this is a hefty investment without any way to ensure its survival. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mortis_Engine.pdf Mortis Engine]''' (200 pts): For when you want a bloodseker palanquin but lack the spot for another hero or need more mage support. This retains the wail of the damned for popping through the enemy mobs, but is instead more for boosting magic rather than vampires, as all wizards add a +1 for casting within 12" of this engine. It also has a once per game power to release another blast that deals MWs to those within range of it. ===Other=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Grave-Guard.pdf Grave Guard]'''(Battleline with a '''Wight King''' General, 140 pts/10, max 30, {{AOSKeyword|Summonable}}): Essentially tougher skeletons with a full command group that enables them to charge at 6 or more. While they can't reinforce themselves in combat, they have the option between either a sword and shield (giving them a 4+ save) or a big sword with damage 2, and both weapons deal mortal wounds on a unmodified 6 (wound roll). Since they're still summonable, you can make them a bit more reliable as a bunker against archers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Sepulchral_Guard.pdf The Sepulchral Guard]''' (80 pts): The Shadespire warband. Though you have plenty of models, you're not going to get much out of them since most of the weapons lack any form of Rend and even a nat 6 to hit just deals an additional hit. Really, they're just a more easily maintained pack of skeletons that can't be summoned. As long as the leader remains, he can raise d3 of his boys each hero phase. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Black_Knights.pdf Black Knights]'''(Battleline in '''Legion of Blood''', 120 pts/5, max 30, {{AOSKeyword|Summonable}}). Your skeletal cavalry, equipped with a full command group and 0 rend weapons. Fortunately, they can deal mortal wounds on the charge, which is what they'll rely on to make the most out of their attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart.pdf Corpse Cart with Unholy Lodestone]''' (80 pts): A mobile support unit for your necromancers and goons. All of your wizards add +1 to their casting rolls for being '''wholly''' within 12" of this cart, which you'll need because your army depends on those spells. Your zombies also pick up a 6+ save for being within 12" of the cart, the which you'll probably not be needing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart_Balefire_Brazier.pdf Corpse Cart with Balefire Braizer]''' (80 pts): While the Unholy Lodestone makes the cart into a support unit, this is more of a debuff unit. Enemy wizards suffer a -1 to casting for being within 18" of this fiend, and enemies within 9" of this cart suffer -1 to wound in melee - not much against dedicated bruisers, but it can be annoying for otherwise normal foot soldiers like Freeguild. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Fell_Bats.pdf Fell Bats]''' (75 pts/3, max 9, {{AOSKeyword|Summonable}}): Roving irritants and screens. They're about as flimsy as zombies with their only redeeming factor being their mobility. Not only can they fly, but they can also retreat and charge at the same turn, making them annoying to catch in a crowded space. Launch a kamikaze attack with them on this big Lumineth archers bunker to have them lose one precious shooting phase. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vargheists.pdf Vargheists]''' (Battleline in '''Legion of Night''', 155 pts/3, max 9): Some furious monsters that come with -1 Rend so they can at least rip through armor and focus more upon overwhelming enemies with their swings. However, they're glass cannons with only a 5+ save to protect them. Fortunately, you can throw them in reserves and then drop them at a later turn, primed and ready to lash out at whatever they come across. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Blood_Knights.pdf Blood Knights]'''(Battleline in '''Kastelai Dynasty''', 195 pts/5, max 15): The moment we've all been waiting for; Blood Knights, bane of The world-that-was, are reborn in fabulous plastic! Some of the most iconic heavy calvary since Bretonnia got squatted, these guys are both tough and hard hitting, with a 3+ save, 3 wounds and vampire kill/regen, accompanied by quality 3/3+/3+/-1/1 attacks that gets +1 damage on the charge, (along with their mounts trampling, but those rarely amount to much in the long run). They can also go over units in their movement phase, if they start within 3" of one and only over those with 3 or less wounds and without mounts (so for example, Orruk Brutes are game but Kavalos Deathriders aren't) and deal d3 mortal wounds on a 2+ if they do. They are expensive, but worth investing in if you need a good hammer. Special mention should go to Kastelai Blood Knights, who can outflank if set up in reserves. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Kosargi_Nitghtgaurd.pdf Kosargi Nightguard]''' ('''Vyrkos''', 80 pts/2, max 4): 80 points gives you essentially 8 more wounds for Radukar the Wolf, as he can kick wounds on this unit on a 2+. Pointless to take without him, howevever. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vagskyr.pdf Vargskyr]''' ('''Vyrkos''', 115 pts): Essentially an alternative to Vargheists. While it still only has a 5+ save...it now has a 5+ ward, and double the HP. It gets 5 attacks, 4 Vargheist equivalent, and one D3. What really makes it? 3d6 charge roll. The Vargheists are meant to be dropped in as a threat....this is meant as a hunter, preferably screened, that then attacks from out of range and just butcher people. Plus, it's cheaper...and no longer Unique. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vyrkos_Blood-Born.pdf Vyrkos Blood-Born]''' ('''Vyrkos''', 125pts/3, max 5): Glass cannons, with a 6+ save that's basically worthless...but a nice 5+ ward. Piercing blades get 9 attacks with full people. 3+, 3+, D3, and rend -1. Like Vargheists? They exist as a harrasser. Unfortunately, they're not as good as Vargheists.
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