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===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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