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==Allegiance Abilities== A bit of a long one as there are 4 allegiances for the Legions of Nagash. They are themed around Nagash and his three top generals. There are also two other allegiances; one for Soulblight and one for generic Death. *If a warscroll battalion has an allegiance, it can be taken in an army if it has the same allegiance, even if some of the units are from a different faction, but these units do not benefit from the armies allegiance abilities unless they have the appropriate keyword. So you can use Court of Nuhlamia in a Grand Host army, but models in the battalion will not be affected by deathless minions or legions innumerable, as you army can only have 1 allegiance at a time. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|grey|Grand Host and the 4 Legions}}=== *These abilities are common to the Grand Host of Nagash, Legion of Sacrament, Legion of Blood, Legion of Night, and Legion of Grief. <div class="mw-collapsible-content"> '''{{color|grey|Bonuses}}''' *'''Gravesite:''' After sides are chosen, place two gravesites wholly within your territory and two anywhere else on the board. Importantly these are only points on the battlefield, whatever you choose to represent them does not exist for the purpose of line of sight or cover or scenery. They have the following abilities: **'''The Unquiet Dead:''' You can place {{AOSKeyword|SUMMONABLE}} units into the βgraveβ instead of deploying them. At the end of the movement phase, each {{AOSKeyword|DEATH HERO}} within 9" of the gravesite can pull one unit out of the grave. They have to be set up fully within 9β of the gravesite and outside of 9β of any enemy models (any model that can't be placed in this way is slain). This is a nice way of getting around skeletons horribly low movement speed if you can, they are vulnerable to area denial though so be careful. **'''Invigorating Aura:''' Gravesites can heal a {{AOSKeyword|SUMMONABLE}} unit within 9β by d3 wounds OR bring back models with a wound total equal to a D3. Note, you cannot bring back models with missing wounds, nor can you both heal a model and bring back models with the same roll, so to bring back a spirit host youβd have to roll a 5 or 6, if you had a unit of black knights with models slain and a model missing a wound and you rolled a 5 or 6 you could only heal the remaining wound, not heal and bring back a model despite having rolled high enough to do so. *'''MAGIC:''' All {{AOSKeyword|DEATH WIZARDS}} know an additional spell from one of the Lores of the Dead. If Nagash is included he knows three additional spells, which is good since he can cast 8 at full health! (Legion of Grief does not get this). *'''Deathless Minions:''' Roll a D6 when wounds are allocated so long as the unit they're being allocated to is within 6" of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is a 16% increase in your models' effective health. Think of it like adding 6-7 skeletons to each 40 model unit. It can actually be better than that due to all the healing/resurrection LoN can do too. *'''Endless Legions:''' A command ability and the final bonus, your general automatically gains this as an additional command trait. In case you're running low on units, you can pull more out of your <s>ass</s> gravesites. Pay a command point and place a destroyed unit wholly within 9β of the gravesite and 9β away from any enemy units (any models that can't be placed are slain). On its own this ability is really powerful and a great reason to play death. Store up a few command points or take a few warscroll battalions and you can spam units coming back to (un)life! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|midnightblue|Grand Host of Nagash}}=== *This is Nagash's Legion/new overall Death force and it can include any units in the battletome. If it includes Nagash he must be the general (no shit). <div class="mw-collapsible-content"> '''{{color|midnightblue|Bonuses}}''' *This is the only Allegiance that can actually have Nagash in a list, besides Death. *'''Chosen Guardians:''' Morghast units get +1 attack! Very scary given their damage output. (This is one more reason why Halberds outmatch Swords in almost every scenario) *'''Legions Innumerable:''' Roll a die for each {{AOSKeyword|SUMMONABLE}} unit, on a 5+, heal d3 wounds to it or if the unit only has 1 wound models, return d3 models to it. Handy to have, remember this all happens in your hero phase so choose the order in which you heal things carefully. For example, if you use this first you can return those models in a way that puts the unit in range of a hero for more resurrection. *'''Additional Battleline:''' **Grave Guard **Morghasts (When Nagash is General) {{color|red|No longer ''Battleline'', since newer warscroll/pitched battle profile in Ossiarch Bonereaper Battletome!}} '''{{color|midnightblue|Command Traits}}''' *'''Master of Death''': Re-roll results of 1 (i.e. rolls of 1-2 on a D3) for friendly units affected by a Deathly Invocation that are within 12" of this general. At first glance, this seems meh, but it doesn't just affect the general's rolls. So long as the summonable unit is within 12" of the general, ''any'' Deathly Invocation will get that re-roll. If you bunch your heroes and summonable units together you can expect to replenish a huge amount of wounds/models per turn. *'''Chosen Champion''': Add 1 to the Damage characteristic of melee weapon used by this general for attacks made against enemy {{AOSKeyword|HEROES}}. Has it's uses, unfortunately, you'll be stuck hunting down heroes to gain that extra damage. Don't try to use this to buff up damage caused by Mortal Wounds since they don't use the normal attack sequence (or the Damage characteristic for the melee weapons). This is really only useful on melee heroes that hunt opposing heroes and don't rely on mortal wounds, so pretty much sucks outside of that particular use case. *'''Bane of he Living''': Re-roll wound rolls of 1 for this general for attacks made against enemy units that do not have the {{AOSKeyword|DEATH}} keyword. Pretty good against Order, Chaos and Destruction to make your general more killy. Useless against opposing Death armies. *'''Aura of Ages''': At the start of the combat phase, roll a dice for each enemy unit with 3" of this general. On a 4+ subtract 1 from hit rolls made for that unit until the end of the combat phase. If your general is looking to get into the thick of things then this is pretty dang useful at keeping him alive. Situational with backfield generals but a decent pick all the same. *'''Ancient Strategist''': Re-roll failed charge rolls for friendly {{AOSKeyword|DEATHRATTLE}} and {{AOSKeyword|MORGHAST}} units within 9" of this general. Re-rolls are always great to ensure your army gets to where it needs to be. A good pick for Deathrattle armies. *'''Lord of Nagashizzar''': Add 1 to the Attacks characteristic of melee weapons used by friendly {{AOSKeyword|DEATHRATTLE}} units within 6" of this general. If your playing a predominately Deathrattle army (which you should be if your playing Grand Host of Nagash) then this is amazeballs. If you're not, it's really bad. This is more or less the main reason to even run as Grand Host. '''{{color|midnightblue|Artefacts of Nagash}}''' *'''Deathforced Chain:''' At the start of your hero phase, the bearer heals 1 wound that has been allocated to it. *'''Balefire Lantern:''' Subtract 1 from wound rolls for enemy units within 6" of the bearer. In addition, re-roll successful casting rolls for enemy {{AOSKeyword|WIZARDS}} within 6" of the bearer. Unfortunately due to the meta now being, "Unmodified Wound Rolls of 6" this isn't that effective, and you have to be within 6'' to take effect. However with all the debuffs LoN has, adding an additional -1 wound is nice. This would work best on a Vampire Lord on Zombie Dragon or a Necromancer that has a screen of skeletons protecting it. Probably your best pick, tied with Terrorgheist Mantle. *'''Grave-sand Timeglass:''' While the bearer is on the battlefield, once per battle, in your hero phase, you can pick an enemy {{AOSKeyword|HERO}} on the battlefield. The enemy hero suffers d3 mortal wounds. At the start of each of your subsequent hero phases, roll a dice. On a 4+ the enemy hero suffers 1 mortal wound. You'll always crack this during your first hero phase. It's good for sniping backline heroes but do not expect it to kill anything. **This is what you take if your opponent has a bloodsecrator *'''Ossific Diadem:''' Any time a friendly {{AOSKeyword|DEATHRATTLE}} model within 12" of the wearer takes a wound or a mortal wound, roll a dice. On a 6+ the wound or mortal wound is ignored. Unfortunately in the latest addition ignore wound effects no longer stack, so this artifact is 100% pointless as you already have a 6+ ignore wound in your allegiance abilities. *'''Amethyst Shard:''' Once per battle, in your hero phase, you can declare that the bearer will merge the shard with one of their melee weapons. Pick one of the bearer's melee weapons. Until your next hero phase, add 1 to hit and wound rolls made for that weapon. Really meh considering it's once per battle. *'''Terrorgheist Mantle:''' In your shooting phase, you can declare that the bearer will unleash a death shriek. Pick an enemy unit within 10" of the bearer and roll 2 dice. If the total is higher than the enemy unit's Bravery, it suffers a number of mortal wounds equal to the difference. While not the best artifact, this is probably your best option. It's just free damage and none of the other artifacts provide anything useful, except maybe the Balefire Lantern. '''{{color|midnightblue|The First Cohort Battalion}}''' (160pts, Min: , Max:) ''Nagash, a unit of Morghasts, and 3 or more combinations of Skeleton Warriors, Grave Guard and/or Black Knights'' *Essentially further rules to augment Nagash, just in case you thought he didn't have enough. *'''Ceaseless Vigil:''' Each time a wound or mortal wound is allocated to Nagash, you may allocate it to a Morghast in this battalion on a 3+ so long as they're within 3" of him. Pretty decent to helping Nagash stay alive which, considering his stats and reputation, he's going to be taking a lot of damage. *'''Eternal Servitude:''' Nagash's Deathly Invocation automatically rolls a 3 on his D3 dice. Totally useless since his warscroll was updated along with the Ossiarch Bonereapers battletome. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|steelblue|Legion of Sacrament}}=== *This is Arkhan's legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them. <div class="mw-collapsible-content"> '''{{color|steelblue|Bonuses}}''' *'''The Master's Teachings:''' Whenever you destroy an enemy unit and before the last model in that unit is removed, roll a D6. On a 4+ pick a gravesite within 6" of them and then pick a friendly {{AOSKeyword|SUMMONABLE}} unit that has already been destroyed. Set this unit up wholly within 9" of the gravesite and 9" away from enemy models (any models that cannot be placed in this way are destroyed). Not very handy, crafty opponents can try to screw you over by removing models in a way that can keep them just out of range of a gravesite, and even then 50% of the time you're not going to get them back anyway (not to mention the game might be nearly over by the time you have a unit destroyed, and then can bring them back by wiping out an enemy unit). **''Alternative take -'' Running small units of fast and mildly stabby {{AOSKeyword|Summonable}} units like Dire Wolves or even Black Knights alongside your larger more permanent blocks will give your opponent something to chew and spit out very quickly, giving you a small zippy unit that you can now attempt to resurrect over and over since they will be dying relatively frequently. *'''The Black Disciples:''' Add 1 to all casting rolls for friendly {{AOSKeyword|LEGION OF SACRAMENT WIZARDS}}. This ability is great because our magic is powerful now, so this helps our spells go off easier <s>and trigger the ability for them to go off twice more often</s>. This also gives Arkhan a +3 casting modifier when he is at full wounds. Give him soul harvest, and chances are he'll never die. Considering also that for 80 points you get a corpse cart who give the same bonus and even something more, basically, every {{AOSKeyword|wizard}} in your army gets a +2 to their casting rolls, terrifying eh? '''{{color|steelblue|Command Traits}}''' *'''Emissary of the Master:''' Lets you re-roll failed charges for nearby units. A solid choice but not as good as equivalents in other armies. *'''Dark Acolyte:''' Makes the general a Wizard, or grants them an additional spell if they are already a Wizard. Useful if you want a magic heavy army, though it's not like there's a shortage of Wizards in this list. Maybe useful for a Wight King with a battle standard. *'''Mark of the Favored:''' Each time the general is targeted by an attack in combat, the attacking unit suffers a mortal wound on a 6+. While it sounds useful, so far this trait has generated [[Skub]] due to poor wording in the rules, and so far even the FAQ hasn't satisfied the debaters. *'''Peerless Commander:''' Allows the general to summon a unit "in the grave" while further away from a gravesite. *'''Mastery of Death:''' Grants a bonus move to units in the hero phase. When combined with the Deathmarch battalion's bonus move, Deathrattle units can be moving up to 7 extra inches in the hero phase. Very nice, especially on Black Knights. *'''Bound to the Master:''' The General can use Arkhan the Black's Command Ability. This is useful if you have a variety of wizards in your army. '''{{color|steelblue|Artefacts of Sacrament}}''' *'''Spiritcage:''' Friendly units gain +1 to wound for the rest of the turn if an enemy hero is slain within 6" of the bearer. This item has a very situational use. Generally pretty useless. *'''Shroud of Darkness''': This is...WOW! Enemy shooting is -1 to hit within 8" of the model, or -2 if they are further away. Any shots that confer mortal wounds on a 6+ won't get that bonus. This is excellent against shooty armies. While it offers better protection against attacks that deal mortal wounds on a 6+ (these are ignored automatically rather than on a dice roll of 4+), it's otherwise slightly outshone by the Wristbands of Black Gold below. However, it's still a great choice. *'''Asylumaticae:''' Bedlam House in a box ([[Grimdark|except this one is filled with the weaponized undead souls of insane murderers]]) or a nod to the far better [[Tomb Kings|Casket of Souls]]. Once per game, roll a dice. On a 1 the bearer takes a mortal wound. On a 2+ each enemy unit within 12" suffers one mortal wound. Between being a one-shot, a risk of friendly fire and being outperformed by the Black Gem, it's not worth it. *'''Wristbands of Black Gold:''' Amazing. This throwback from Warhammer Fantasy returns with a vengeance. Roll a dice for every wound or mortal wound allocated to the wearer as a result of shooting. On a 4+ the wound is ignored. Essentially an unmodifiable +4 save against all shooting. Are pesky Kurnoth Hunters sniping your best units? Has the mass barrages of those godless Kharadron got you down? If you're facing off against a shooty army, TAKE IT. Slap this on a VLoZD and, between this and magic support from the rest of the army, you can almost guarantee your VLoZD will reach enemy lines and make those shooty units PAY. If you want some lulz, you could equip a female character on foot with these and [[Awesome|re-enact the No man's land scene from the latest Wonder Woman movie]]. *'''Azyrbane Standard:''' A nod to how Arkhan freed Mannfred from the wall of Faith in [[The End Times|The End Times]]. Subtract 1 from the wound rolls of enemy units within 6" of the bearer. If that unit is an Order Wizard, they also have to re-roll successful casting attempts. Though it has a limited range this is a welcome addition. Best used on a character dedicated to a support role or Wizard hunting, and especially against certain Order armies (such as Sylvaneth from the Gnarlroot Wargrove). Though keep in mind some Wizards are also monsters and thus could just lay the smackdown in combat (again, such as Sylvaneth wizards Drycha, Alarielle and Treelord Ancients). *'''Black Gem:''' Pick a point with 8" of your character. Then roll a dice for EVERY UNIT within 3 of that point, on a 6+ one model dies. This is situational, one use only and it does carry the risk of friendly fire. While it can put the hurt on MSU, especially multi-wounds foes like Skullcrushers and Dracothian Guard, it needs a 6+ to kill them and it's weak against Hordes. It's not known if this can target solo characters or Behemoths. Not mandatory but a better choice than the Asylumaticae. '''BUT:''' it is one of the few things that can '''ONESHOT''' Morathi now, the other Death thing that can is Nagash (there is a third but that's situational - Arkhan, if he's in the same army as Nagash, due to his ability), and if you're using this and him, read your battletome). '''{{color|steelblue|Lords of Sacrament Battalion}}''' (130pts, Min: , Max:) ''Arkhan, 2+ Necromancers and a Mortis Engine'' *Arkhan's magic squad, also one of the smallest battalions in the game. *'''Unearthly Focus:''' Wizards from this battalion get to cast an extra spell so long as they're within 6" of this battalion's Mortis Engine. *'''Swirling Spirits:''' Add 1 to save rolls for members of this battalion in the shooting phase as long as they're within 6" of this battalion's Mortis Engine. It helps a bit for keeping you around in the enemy's shooting phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|crimson|Legion of Blood}}=== *Vampire Centric but want to also play with other undead. *This is Neferata's legion, if she is included in this army, she MUST be the army general and if you include any Mortarch units she has to be one of them. <div class="mw-collapsible-content"> '''{{color|crimson|Bonuses}}''' *'''Favored Retainers:''' {{AOSKeyword|Legion of Blood Vampire Lords}} and {{AOSKeyword|Legion of Blood Blood Knights}} gain +1 attack. Good overall and can be stacked further with command abilities. *'''Immortal Majesty:''' Subtract 1 from bravery for any enemy unit within 6" of any {{AOSKeyword|Legion of Blood}} units. Decent since it stacks with your standards. '''{{color|crimson|Command Traits}}''' *'''Swift Strikes:''' Each time you make a hit roll of 6+ in the combat phase for your general, you can make one additional hit roll for the same weapon against the same target. *'''Soul-Crushing Contempt:''' If your general slays a model, the unit from which the model was a part of has -1 bravery this turn. *'''Aristocracy of Blood:''' Re-roll failed charges for Soulblight units within 9" of your general. *'''Aura of Dark Majesty:''' Another blast from the past. -1 to Hit rolls that target your general, but only in the combat phase. *'''Walking Death:''' If you roll a 6+ to Hit with one of your general's melee weapons, you deal mortal wounds equal to the weapon's Damage. *'''Sanguine Blur:''' The general gains 2" to their movement and can re-roll failed charges. '''{{color|crimson|Artefacts of Blood}}''' *'''Ring of Domination:''' <s> One Ring to rule them all... </s> When the bearer is selected in the combat phase, pick an enemy model within 3" and roll a dice. On a 5+ you can use one of their melee weapons to attack in addition to whatever weapons your character has. Imagine killing Archaon with his own sword (or finishing him off with your other weapons if that one doesn't work), or using a Spirit of Durthu's weapon to cut down a unit of Kurnoth Hunters. If you're lucky with dice rolls and in combat, with the right units this can be excellent. Take it on a melee character, especially in conjunction with anything that allows them to strike first and, with a good dice roll, watch them beat down characters with many times their points cost. <b>Take note</b> that the FAQ's have confirmed it's basically just the statline for the weapon you get to use though, not abilities connected to it. So yes, you can hit Archaon with his own Slayer of Kings, but you don't get a chance to insta-gib him with it. *'''Shadeglass Decanter:''' After armies have been set up but before the first battle round, select an enemy Hero. In your hero phase, as long as that hero is on the battlefield, you can roll a d6. If the result is higher than the number of the current battle round, they take a mortal wound. *'''The Orb of Enchantment:''' Once per battle, the bearer can pick an enemy hero within 3". At the beginning of the combat phase, they cannot pile in, attack or use abilities. Apart from a one-shot, this is excellent. You could use this to troll major combat characters like Archaon or Skarbrand. Slap this on a character on foot in a big unit and you have an excellent tarpit. *'''Soulbound Garments:'''Reroll saves of 1 for the bearer. *'''Oubliette Arcana:''' When an enemy Wizard casts a spell within 30", you can roll a d6 instead of attempting to unwind it. On a 6 the spell is negated and the caster can't use that spell again for the rest of the battle. If you roll a 6, this is fucking awesome. Otherwise, it sucks since you just wasted your unbind attempt. *'''Amulet of Screams:''' Once per battle, when an enemy Wizard successfully casts a spell, you can declare that the bearer will use the Amulet of Screams. If you do so, you cannot attempt to unbind the spell. Instead, roll a dice. On a 2+, the spell is not successfully cast. '''{{color|crimson|Court of Nulahmia Battalion}}''' (150pts, Min:1070pts, Max:) '''Mortarch of Blood, 2+ Vampire Lords and a Bloodseeker Palanquin''' *Neferata's group of fine vintage afficionados. *'''The Adevore:''' Neferata may re-roll failed rolls to hit against enemy heroes so long as she's within 9" of this battalion's bloodseeker palanquin. Not worth paying the (already too high) price of the Palanquin as well as the price of the battalion. *'''Scent of Blood:''' At the start of your movement phase, any unit within 9" of the Bloodseeker Palanquin gain a bonus +4" movement for that phase. Also not worth the cost since movement is not one of your issues. *it is worth mentioning that Vampire Lords on Zombie Dragons (excluding Vhordrai) may be used to meet this battalion's requirements over stock VLs. This is hilarious, and with Neferata's CA you will have some very hard to kill, very smashy vampires sprinting around the table. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|darkgreen|Legion of Night}}=== *This is Mannfred's legion, if he is included in this army he MUST be the army general and if you include any Mortarch units he has to be one of them. <div class="mw-collapsible-content"> '''{{color|darkgreen|Bonuses}}''' *'''The Bait:''' Deathrattle units gain +1 to saves while wholly in your own territory. Bonus points if you claim they're Drakenhof Guard. *'''Ageless Cunning:''' Looks like Mannfred learned how to CREEEEED! from [[Vlad von Carstein|big daddy Carstein]]. Up to three units can be deployed in reserve and can ambush by moving on from any table edge, needing to be placed wholly within 6" of said table edge and 9" away from enemy units (this is their movement for that phase). Good for getting around the low movement of many of your units. '''{{color|darkgreen|Command Traits}}''' *'''Above Suspicion:''' Allows the general to be set up in an ambush in addition to the normal maximum of three. This can be useful to get a fourth unit in Deep strike, but fairly niche. *'''Swift Form:''' +2 to the bearer's movement characteristic and add 2 to their run rolls. If you brought a Vampire Lord on a zombie dragon and you insist on playing Legion of Night, this is the one for you. It helps your vampire beatstick get that turn 1 charge off and makes it significantly more maneuverable should it need to hop over to various objectives. *'''Unbending Will:''' Re roll failed battleshock checks within 12" of the general. Pretty bad as usually your big blobs of skeletons or grave guard either don't run at all or they've been hit hard, and they're all un-undying. Overall a pretty shit tier command trait for death. *'''Merciless Hunter:''' Re-roll wound rolls of 1 for the general. Pretty good, nothing amazing to write home about but not the worst either. Again, best on a beatstick vamp lord on a spooky dragon. *'''Unholy Impetus:''' If the general slays an enemy model in close combat, one friendly unit within 3" gets +1 attack on all their melee weapons until the end of the phase. This is your best option, especially on a Vampire Lord on Zombie Dragon. Overall the best one here as unlike a similar command trait in the Grand Host of Nagash, this one doesn't just work on deathrattle but all legion of night units. Pair this ability with a huuuge unit of vargheists or morghasts for added '''FUN'''. *'''Terrifying Visage:''' -1 bravery to all enemy units within 6" of the general. A solid choice especially when brought alongside the standard death banners and the morghasts' penalties for bravery. Add in a mortis engine or two or a banshee and bam you've got some lethal shenanigans going on. '''{{color|darkgreen|Artefacts of Night}}''' *'''Vial of the Pure Blood:''' Once per game the user gains +1 to all hit and wounds rolls until their next hero phase. Way worse than it first seems when you factor in the useful candidates for it (Coven throne/ Vampire Lord on Zombie Dragon) and then realize that artefacts don't affect the users mount. Pass. *'''Shard of Night:''' -1 to hit the bearer in the shooting phase. Solid choice, slap it on a Vampire Lord on a Zombie Dragon. Job done. *''' Gem of Exsanguination:''' The standard-issue unholy hand grenade. Pick an enemy unit within 6" and roll a die, on a 1 the unit takes 1 mortal wound, 2-5 d3 mortal wounds, and on a 6+ d6 mortal wounds. Not great but a bit of fun, overall I'd pass on it. *'''The Chiropractor's Cloak:''' Aside from helping with your back the bearer can declare it's using the cloak at the start of any (not 1 use only) combat phase. If the bearer does it takes 1 mortal wound but for each hit roll made against the bearer of '''1 or less''' the attacker suffers a mortal wound. Deceptively good providing you pull off the right combo. Cast Overwhelming dread on the unit you intend to charge the bearer into combat with and make your opponent weep. Best slapped on Vamp Lord on Zombie dragon (like most of these artifacts it seems) built for a turn 1 charge. Pass if you know that you'll be going up against units with a small volume of attacks but otherwise a very solid choice. *'''Morbheg's Claw:''' If the bearer stands still, they can add 2 to all casting rolls for friendly Legion of Night's wizards within 12" including their own. Fantastic on a support character if you have lots of wizards. Definitely the best option. This is one of the main reasons to play Legion of Night. Pair with the Balewind Vortex for a larger base on the wizard to expand the aura. *'''Curseblade:''' At the beginning of the battle, pick an enemy Hero anywhere on the battlefield. In every hero phase roll a dice, on a 4+ they take a mortal wound, and the bearer heals a wound. This is a nice weapon for sniping an enemy hero and healing the bearer. '''{{color|darkgreen|Nightfall Pack Battalion}}''' (170pts, Min:, Max:) ''Mannfred, 2 units of Vargheists and 3 or more units of Skeletons '' *Mannfred's spooky scares, meant to create fear among the enemy's ranks according to the lore, while on the tabletop it doesn't do enough to justify its points cost. *'''Swooping Predators:''' Charging Vargheists gain an extra attack. Do you know what's better? Paying 20 points to get a new unit of Vargheists instead of this battalion. *'''Call of the Night:''' Mannfred can re-roll the D3 when using his Deathly Invocation ability on skeletons in this battalion. Also not worth it. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|teal|Legion of Grief}}=== *This is Lady Olynder's legion, if she is included in this army she MUST be the army general and if you include any Mortarch units she has to be one of them. *More Restrictive Legion, only able to take ''Deadwakers'' ''Deathlords'', Deathmages, Deathrattle, and all the Nighthaunt. (No vampires allowed) *This is found in Forbidden Power. <div class="mw-collapsible-content"> '''{{color|teal|Bonuses}}''' *'''Aura of Grief:''' -1 bravery for enemies 6" of one of your units. '''{{color|teal|Spell Lore}}''' *'''Dread Withering:''' cast 5, debuff enemy unit within 18β³. Until your next hero phase that units get -1 on saving rolls. *'''Wail of Doom:''' cast 8. Roll a dice for each enemy unit within 6β³. 4+ you deal d3 mortal wounds to it. *'''Shroud of Terror:''' cast 8, debuff a unit within 12β³ until your next hero phase. that unit gets minus d3 bravery. '''{{color|teal|Command Traits}}''' *'''Amethyst Glow:''' Your general becomes a wizard (cast one spell and unbind one spell). If he is already a wizard, he instead knows two spells from the Legion of Grief spell list. *'''Vassal of the Craven King:''' as long as the general is on the battlefield, you get your command points back after use on a 5+. *'''Tragic Emanations:''' Enemy units within 12β³ of the general gets -2 bravery. '''{{color|teal|Artefacts}}''' *'''Grave-sand Gem:''' each hero phase you can pick between dealing 1 mortal wound to a unit within 6β³ or heal 1 wound on the bearer. *'''Gothizzari Mortayry Candle:''' Missile weapons get -1 on hit rolls against the bearer. *'''Souldrain Pendant:''' Roll a dice for each enemy unit within 3β³ of the bearer at the end of the combat phase. On a 4+ you deal 1 mortal wound to the unit. '''{{color|teal|Battalion}}''' </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|purple|Soulblight}}=== *The all-encompasing Vampire army, in case you wanted an undead army that doesn't have skeletons/zombies and their lookalikes. Also fullplate vampire knights with 10 feet lances and evil undead armored horses are EDGY AS FUCK and a total plus the the army. <div class="mw-collapsible-content"> '''{{color|purple|Bonuses}}''' *'''Deathless Thralls:''' Same thing different name, it allows you to ignore wounds on a 6+ if the wounded unit is within 6" of a '''SOULBLIGHT HERO'''. *'''MAGIC:'''All SOULBLIGHT WIZARDS know an additional spell from the Lore of Vampires. Note that this also limits Mannfred and Neferata, who would otherwise be able to choose more freely. *'''The Bloodlines:''' Now this is some sweet fluffy stuff. The old bloodlines are back and with a vendetta, a juicy bloodraining vendetta. You can select one of those for all your army and that is it, free buff for every model with the '''SOULBLIGHT''' keyword (including Mannfred, Neferata and Vhordrai!), and it still applies even if the general is slain! You may notice that some look fairly better than others: **''Dragon Warriors:'' The old Blood Dragons bloodline, this allows your units to reroll 1's to hit on the turn they charge. Pretty nice since the general aggressive style of the army though it would be better if you found a way to retreat and charge in the same turn. Turns mostly useless if you get Mannfred, pick something else then since his CA makes this quite redundant. **''Lords of the Night:'' These are the Von Carsteins. The bloodline allows your units to benefit from deathless thralls even if they are not within a '''SOULBLIGHT HERO'''. It is an okay buff if you don't have many characters, but it's outshone by every other choice here. **''Swift Death:'' The old Lahmia bloodline. OH BOY, this is nice. Gives your guys a +2" on movement plus the ability to move as if they can fly. I don't have to tell you how scary flying blood knights are. Its usefullness does not stop after the charge, since the +2" and fly can really help you nab some far away objective lategame and charge over enemy chaff. **''Necromantic:'' The old Necrarchs. Allows you to add 1 to casting and unbinding rolls for '''WIZARDS''' and give a -1 bravery to enemy units within 6" of one of your units. Can be combined with the Ruby Vial you can get -2 bravery and your standards for -3 bravery which is not bad at all. This is probably the go-to line if you want to use the Prince unique spell reliably. *Do note that Soulblight Allegiance has no gravesites or sweet command ability that lets you bring SUMMONABLE units back to the field. You should using an elite army however so it's not like you'd get a lot of mileage out of either of those. '''{{color|purple|Command Traits}}''' *'''Curse of the Revenant:''' Add 1 to the wound characteristic of your general. Pretty straightforward and not too bad but there are better choices. *'''Dread Knight:''' The general re-rolls 1's to hit against an enemy '''HERO''' in the combat phase. This would have been cool if it affected the mount too, as it is it's not great. *'''Transfix:''' Now we're talking. One enemy '''HERO''' per phase within 3" have to subtract 1 from his hit rolls that target the general. A nice duelist tool. *'''Mist Form:''' This is great. If the general retreats from a fight, he can do it as he could fly and then he can charge. Really awesome if you get in a sticky situation, want to charge a unit behind the enemy lines or just want to keep getting the lance bonus if you've sat the general on a dragon. This could lead to kitting your VLoZD with melee centric artifacts, like the Saccharine Goblet or Girthstrike, and rightfully so. Your VLoZD will not be as smashy as Vhordrai but he will be more reliable and present, being able to change his target every time he retreats. *'''Killing Blow:''' Good old extra mortal wound on a 6+ roll to wound. Goes along great with the Saccharine Goblet for having mortal wounds on a 5+. *'''Blood Fury:''' Add 1 to the attacks of every melee weapon of the general, which translates to add one attack to the only weapon of the general (usually). Only good if you give it to a Vampire Queen on Coven Throne as it gives you a Predatory Bite attack, but don't count on it, as it's still just a minor buff. '''{{color|purple|Soulblight Artefacts}}''' *'''The Slaking Blade:''' Choose a melee weapon. When it has dealt at least 6 wounds the model heals D3 wounds and the weapon get a permanent +1 damage. Cool and simple, you're going to get that bonus fast (since unless you're using a Vampire Queen, all of the weapons you can choose deal 2, 3 or D3 wounds) however it's not the best choice here. *'''The Scabbing Plate:''' If the general deal at least a wound in the combat phase he heals a wound. Since our heroes are quite slashy, that should not be too hard to do, but overall it's not worth it unless it's used with a dragon. For a foot lord the Slaking Blade can heal you at about the time you'll need the Scabbing Plate and if you really need a heal fast, just use your chalice. If it's on a dragon however, then it can really help deal with the wounds dealt to the character since with the Hunger and Mist Form you can virtually guarantee kills (causing it to healing 2 wounds per combat phase) and with the size of the model (and their reputation) you can guarantee it's going to need the heals sooner or later to keep its stats up. *'''Crimson Wing:''' It is an angry bat. You choose an enemy unit within 30" and roll a dice. On a 3+ the bat tears out the eyes of a model, dealing one mortal wound to the unit. Not good, you've got Mist Form and regular (so to speak) bats if you really want to close in on mages, let alone the fact that you've got nothing to combo the bat familiar with. *'''Sigil of the Sanguine Throne:''' Now this is a nice piece of awesome. Once per charge phase it allows a '''VAMPIRE''' unit within 12" of the bearer to re-roll a failed charge. Good in general honestly. *'''The Saccharine Goblet:''' Fantastic. Other armies have items that can only be used once per game to give half the effect this item delivers. Giving +1 to hit and to wound is great in general, but it really goes above and beyond when combined with Killing Blow or Blood Fury on a Vampire Queen. The Queen's kiss becomes a lot more effective (going from 1 attack with 3+ to hit and 4+ to wound, to 2 attacks with 2+ to hit and 3+ to wound) while the regular Vampire Lords now hit/wound on 2+/2+, with 5+'s dealing a Mortal Wound in addition to their normal D3 damage. Sure there's 2 downsides, the first is that it only applies to the bearer (so no boosted handmaidens/spirits/dragon) and the second is that if you're unable to allocate any wounds at all after using it, the bearer takes D3 wounds. Honestly though, if you haven't caused any wounds with it you're either (un)healthy enough you can heal with the Chalice next turn, or you're hurt so badly the enemy units would've finished you off even without the Goblet's help. Unless you've got a great plan for the other items this is a solid go-to choice. *'''Ruby Vial:''' Once per battle you can use this to give ALL enemy units a -1 to bravery and charge rolls for one turn. Use it wisely and keep in mind, it lasts for 2 combat phases. Also it stacks with Necromantic Bloodline and banners, so this will make units charged by necromantic Blood Knights have a -3 bravery. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==={{color|darkslateblue|Death}}=== This is for the player who wants the game to be on hard mode. Want to play with Ghouls, all the ghosts, Tomb Kings, and Bonereapers all in one army. Want to play Legions of Nagash, but without any of the bonuses that make them good, or do you want to play Grand Alliance: Death armies but without anything that prevented them from being shit? Then look no further! If you're interested in winning, however, pick literally any other Allegiance Ability. You are allowed to take any death unit. <div class="mw-collapsible-content"> '''{{color|darkslateblue|Bonuses}}''' *'''Deathless Minions:''' Roll a D6 when wounds are allocated so long as the unit they're being allocated to is within 6" of a hero, ignoring wounds or mortal wounds on a roll of 6+. This is not going to help all that often but it's a free benefit (and literally your only benefit, no gravesites or sweet command ability for you) so you might as well enjoy it. '''{{color|darkslateblue|Command Traits}}''' *'''Ruler of the Night:''' The general increases their Deathless Minions effect to 12". Not great, there are far better choices on here. *'''Predator of the Shadows:''' +1 to hit and wound if your general's in cover. Decent, you can fly your vampire lord into cover and get a good benefit from this or put it on a Wight King to further boost decapitating strike. The only problem will be in trying to figure out how to make the fighting take place around cover (if you're going for objectives you should look at a different trait). *'''Death Incarnate:''' Your general drops a morale bomb each Hero Phase by rolling 2 dice, and if the value equals or exceeds the Bravery of an enemy unit within 3" of the general, the unit chosen is smacked with D3 Mortal Wounds. Combat's where a lot of your leaders want to be so this one's not bad at all, even if you need to duck behind friendly units the 3" range means it can still help against mortal units. *'''Master of the Black Arts:''' Becomes a '''WIZARD''' with all that jazz and get a +1 bonus to cast/unbind if they're already a wizard. This is great and should be your go-to choice unless you've got a good gameplan for any of the others. *'''Red Fury:''' On a 5+, pile in and attack again. Okay, however, the high roll might cause it to only go off once in a game. *'''Supernatural Horror:''' The number of enemy models that flee during Battleshock within 12" of your general is doubled. This is alright, however, it isn't nearly as good as it used to be since now anyone can pay a command point to auto-pass Battleshock tests. '''{{color|darkslateblue|Death Artefacts}}''' *'''Cursed Book:''' Any model targetting you within 3" of the bearer of this artefact must subtract 1 from all hit rolls, as long as they lack the '''DEATH''' keyword. This is a good "leader" item and it stacks great with the Overwhelming Dread spell. *'''Cloak of Mists and Shadows:''' [[Heinrich Kemmler|This looks familiar...]] This can be really useful to [[Thanquol|GTFO of combat that is going badly for your hero]] or after springing a trap. The bearer vanishes and has to reappear within 12" of their original location and 3" away from enemy models, remaining where they are if that's impossible. Take note that the effect is ONLY when you should pile in, so unless you're in combat, it's useless. Also, it's only 12", so have an escape route beforehand. *'''Sword of Unholy Power:''' Hoo boy. A sure-fire summon spell is always welcome, especially in this faction because it doesn't require the bearer to be a wizard (so surprise people by giving it to a Wight King). You have almost all the '''DEATH''' range to choose, so use it when your chosen unit is going to do the most damage. *'''Black Amulet:''' Once per game, you deal mortal wounds equal to the battle round to an enemy unit within 12". This is VERY situational, if not outright bad. You can only do 5 mortal wounds at most at 12", and only that much in the last turn. While it's true that this can kill a common hero or a damaged monster in one strike if by then your victory depends on that strike you should rethink things. *'''Tomb Blade:''' Pick one of the bearer's weapons, each wound roll of 6+ heals a wound done to them or a friendly DEATH unit within 6" of the bearer. Garbage, there are better ways to heal (your vampires already have abilities/items that do this) and it'll come up too rarely and with too little benefit to matter. *'''Ring of Immortality:''' [[Vlad von Carstein|He may not have returned, but his ring has]]. When the bearer is slain but before they're removed from the field roll a D6. On a 3+ they are not slain, place them back on the field within 18" of their original position, more than 3" from enemy models and with D3 wounds healed. Good for making sure your Vampire doesn't die out of nowhere (especially since they can heal with their chalice later) and if you're lucky, you can slingshot the dead character into the enemy's backlines. '''{{color|darkslateblue|Castellans of the Crimson Keep Battalion}}''' (150pts, Min:, Max:) ''Prince Vhordrai and 3+ units of Blood Knights (aka what you'd normally get if you played Soulblight)'' *Not a soulblight battalion for whatever fucking reason. *'''The Shifting Keep:''' Pick a battlefield edge before the game starts and place the battalion to the side. Instead of being deployed normally, at the end of any movement phase they can choose to enter from this table edge, being set up within 6" of this edge and 9" away from enemy models. Keep in mind that if you do choose to use this your army will be rather lacking on the table until they show up. If you're playing an objective based game then you might want to avoid this. *'''In the Shadow of the Keep:''' Whilst within 15" of the table edge you've chosen for The Shifting Keep, you can re-roll failed hit rolls with your Blood Knights swords and lances. A great benefit with the same drawback. '''{{color|darkslateblue|Deathmarch Battalion}}''' (170pts, Min:, Max:) ''Wight King (either), a unit of Black Knights, a unit of Grave Guard and 3 units of Skeletons'' *'''Unbreaking Ranks:''' At the start of each hero phase, you can return 1 slain model to each Deathmarch unit within 9" of this battalion's Wight King. It's like you have a single gravesite, only you have to pay a battalion bonus to get it, it only brings back 1 model instead of D3, and it can be destroyed by the enemy. *'''March of the Dead:''' In your hero phase, the Wight King and all units from this detachment that are within 9" of him can make a 4" move. Solid and helps get around their (mostly) low mobility. '''{{color|darkslateblue|Arkhan's Skeleton Guard Battalion (Open Play Only)}}''' *Included in the Skeleton Horde box, requires Arkhan the Black, 1 unit of black knights and 1 unit of skeleton warriors. Not legal in matched play as it has no point costs, as with all detachment included in "Start Collecting" boxes. **'''March of the Dead:''' All units in this battalion (Including Arkhan) get to move an extra 4" in the Hero phase as long as they remain within 9" of Arkhan, but cannot run. Given Skeleton Warriors are 4" movement this effectively doubles their movement, making this a solid battalion for open play. '''{{color|darkslateblue|The Wraith Fleet}}''' *A Modification to the Death Grand Alliance and gives the following two abilities but restricts you to the following Factions: '''Soulblight, Deathmages, Deathrattle, Nighthaunt''' **'''Without Warning:''' place a single unit in reserve and if you roll a 3+ during the Movement phase, you can place it within 6" of a Board edge as their movement. **'''Nimbus of Shrieking spirit:''' When the above unit arrives, enemies within 12" subtract 1 bravery. </div></div> ===Spell Lore=== When giving out additional spells, Deathmages can pick spells from the Lore of the Deathmage, Vampires get Lore of Vampires, and Deathlords have access to both. There is also the Locus of Shyish. Cast any spell from any lore on an unmodified casting roll of 9+, and you get to resolve the effect twice. Which provides a great boost to many of these spells if you are lucky (~27% chance of casting twice is pretty fucking sweet). Legion of Grief doesn't get access to any of this. Which sucks massively '''{{color|midnightblue|Lore of the Deathmage}}''' *'''Overwhelming Dread:''' At a casting value of 5, a unit within 18" loses 1 from hit rolls and 1 Bravery until your next hero phase. *'''Fading Vigour:''' At a casting value of 6, a unit within 18" loses a melee attack and rolls only one dice on charges until your next hero phase. *'''Spectral Grasp:''' At a casting value of 6, pick a terrain feature within 18", until the next hero phase, halve the movement of enemy units within 3" of the terrain at the start of their movement phase. *'''Prison of Grief:''' At a casting value of 7, a unit within 12", until your next hero phase, when they try to move, on a roll of 5+, they can't. *'''Decrepify:''' At a casting value of 6, a Hero within 18", subtract 1 from its wound rolls and melee weapon damage (to a minimum of 1) until your next Hero phase. *'''Soul Harvest:''' At a casting value of 7, enemy units within 3" of the caster suffer D3 mortal wounds. Then on a roll of 5+ for each allocated mortal wound that was not negated, heal the caster by 1. '''{{color|purple|Lore of the Vampires}}''' *'''Blade of Shyish:''' roll for each enemy unit within 12" suffer a mortal wound on a 5+. Terrible, even if you're up against an army that spams small units they usually have enough wounds in those units that this has no real effect. Pick something else. *'''Spirit Gale:''' roll three dice and inflict a mortal wound on each 5+. if you rolled doubles, subtract 1 from their hit rolls. If you roll trebles then also subtract 1 from their wound rolls until your next hero phase. Not great, but it's better than Blade of Shyish. *'''Vile Transference:''' an enemy unit 12" away takes d3 mortal wounds and then a friendly unit within 6" heals that many wounds. Pretty good both for keeping your Dragon topped up, as well as your Blood Knights (un)healthy. Remember kids, the caster counts as a friendly unit, so he can use this to heal himself. *'''Amethystine Pinions:''' Increases the casters movement by 5" and grants Fly. This is an odd one since anyone who can take this can already choose to have wings by default. You also shouldn't really need the extra movement anyway, especially since that takes away extra protection you can give your dudes, or the extra hurt you can put on the enemy (you can only cast one spell with the user, why waste it on this one?). *'''Soulpike:''' Target a unit within 18", until your next Hero phase, if the unit charges, roll an amount of dice equal to the charge roll. For each roll of 5+ the unit suffers a Mortal Wound. Excellent, your hardest hitters need to get the charge and this helps enemy units think twice before going for a long-range charge to take away your charge advantage. *'''Amaranthine Orb:''' has a casting value of 7, draw a 1mm line that extends 12" away from the caster. Roll a dice for each unit (friend or foe, apart from the caster) that has any models beneath this line. On a 4+ that unit suffers D6 mortal wounds. Also great, pair it on a Vampire Lord that can fly (preferably not one on a dragon as that can be hard to position right) and have the line extend right down a combat cluster to rake up the enemy units hit. If you are scared of using it against yourself, then just remember that there's little to no issue using it through Bat Swarms, since they can heal all the wounds you deal to them unless you accidentally roll a 6.
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