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==Minions, Thralls, and Allies== As with every other warband, when it comes to allies you're looking for fighters who can either offset your weaknesses or increase your inherent strengths. The Bonechads can really do with a decent fighter who can deal ranged damage--as this can help alleviate your poor reach and slow movement (Sadly this option isn't really available). They are a Death Warband, which means they can ally with LoN, Nighthaunt, and FEC. Below are some viable Ally options: *'''''Cairn Wraith'''''-The Cairn Wraith brings a couple of things to the warband which it lacks. Firstly, it has a high movement value (6") with Fly attached to it. This means that it is even more mobile than Stalkers or Deathriders as it can easily ignore terrain when moving. Secondly, he plays into one of the warbands strengths of being pretty tough at T5 and 25 wounds. Thirdly, his 2" Scythe makes his effective threat range a whopping 8"--which is 2" more than even Stalkers on a damage profile which is on par with Stalkers. Lastly, his '''[Quad] Reaped Like Corn''' ability is a fantastic AoE/chaff killer (It deals value damage to all enemy models within 3"). He is pricey at 220 pts., but for a warband which can struggle to put damage on multiple models at once, he brings some much needed utility. *'''''Lord Executioner'''''-Another high movement, high toughness fighter with a scary damage profile. While not as universally useful as the Cairn Wraith, he does offer an ability which can be the difference between a win and a draw in certain victory conditions. '''[Double] Staring Death in the Face''' targets an enemy fighter within a number of inches equal to the ability value. Then you roll a dice. On a 3+ that fighter can't move or disengage. In an army which can struggle to catch and effectively finish off Fighters, this single ability can potentially totally negate this disadvantage. At 230 points, you're probably better off taking another Stalker, but he can do what the Stalker does while offering an ability which can often decide a game. *'''''Spirit Torment'''''-He shares the same points and stats as the Cairn Wraith, but comes with another additional 1" of reach on his weapon--making his threat range 9". Like the Cairn Wraith, he should utilize his extended weapon reach to hunt down or engage high-value targets while staying safe from retaliation. His ability '''[Triple] Nagash's Bidding''' adds +1 Strength to every visible friendly fighter within 6" of him, increasing his value against warbands with above average toughness. *'''''Lone Necromancer'''''-He doesn't offer much in terms of damage potential on his own, but he does come with a beefy ranged attack (although its only got 2 attacks). The real reason you want him is for '''[Quad] Vanhel's Danse Macabre''', which allows a number of friendly models equal to ability value and within 6" to make a bonus movement action or attack action. It's debatable whether this or '''[Triple] Unstoppable Advance''' is better, but given that this can potentially effect almost the entire warband if the dice go your way make it particularly appealing. He also has access to '''[Double] Necrotic Siphon''', which lets him steal health from his allies to heal himself. Not the most effective ability, but it can keep him going of you really need him to stick around to hand out '''[Quad] Vanhe's Danse Macabre'''.
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