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==On the Tabletop (Age of Sigmar)== Luckily on the Tabletop Nagash isn't the complete bitch he is in the lore. Not only does Nagash sport a whopping 16 Wounds with a 3+ Save, he hits really hard both with magic and with melee. He not only knows every spell known to all Death Wizards on the board, but by default he gets +3 to all his casting/unbinding rolls (which can be buffed further with his army rules/artefacts, provided he's near the ones who have them), while being able to cast/unbind 8(!) spells by himself at default. On top of this, he has one of the most notorious spells in the game, Hand of Dust, which can instantly kill any model in the game, no matter who they are or how well protected they are, unless they're like Archaon or Gotrek and have a rule that triggers once an enemy wizard uses a spell on them. For a laugh take 3 Warscroll Battalions and then use Arkhan's command ability for times to give the spell a 27" range, just to say 'fuck you' to your opponent's general right off the bat. He also has Soul Stealer, a spell that tests the units Bravery in a similar manner to a banshee, with them suffering D3 to D6 mortal wounds if they fail, and with Nagash regaining wounds that are successfully allocated. In the combat phase he's no slouch either, boasting solid hits, rends and damages across the board, doing so much damage that most elite units will easily be ripped apart in only one round (provided he didn't get charged by something like a large group of blood/chaos knights or Morghasts), and his own Command Ablity further helps this, as well as his entire army by boosting hit and wound rolls. Like many other monster Nagash has a wounds table, with his performance getting worse the more he is hurt. Thankfully it's relatively minor, not only can he heal himself, but the bonuses lost are just attacks with his sword and the number of bonus spells he can cast, as well as the extra amount he casts/unbinds with (which can be boosted through other means). Thankfully he also has a way to prevent his stats from dropping too fast due to mortal wounds, he wears armour that protects him on a 4+, with a 6+ reflecting the MW back to the unit that caused it. Unfortunately Nagash still struggles somewhat against hordes. Despite doing a lot of damage, he can easily be brought down if he's charged and his (justifiably) high points cost mean your opponent can likely swamp him with models (if they're so inclined, and somehow you have let him get through your never ending hordes). While he's trying to deal with the major threats your opponent brought, they can surround him with clanrats, stormvermin or (ironically) zombies, all of which can pile on so many wounds and who have so many models to remove (especially since with a command point they auto-pass their bravery test) that his stats can be knocked down quick, causing him to do less damage and becoming a weaker spellcaster in general. Given he also has an ability to revive slain models and heal wounds dealt to units (healing 5 summonable units for D3 each) you should make sure that such units are only fighting the ones they should be up against (at least until you've whittled them down some), leaving Nagash free to take on the enemy's elite. Nagash also has the exact same issue in this edition as he had in Warhammer Fantasy: Artillery. Cannons in general can royally fuck him over since each shot brings him down to a 5+ save and does D6 damage when he fails it. Rockets are even worse, their presence on the field virtually guarantees he's going to be having a very bad day. If you're going to use him, just be aware of his limitations, as well as what can bring him down quick as while he's certainly tough, he's not invincible.
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