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==={{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%">
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