Age of Sigmar/Tactics/Death/Soulblight Gravelords: Difference between revisions

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===Battleline===
===Battleline===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deathrattle_Skeletons.pdf Deathrattle Skeletons]''': {{AOSKeyword|Summonable}} (85 pts for unit of 10). Renamed and remodeled skeletons with mediocre weapons with no rend. Rather than the utterly pointless 6+ saves of old, they come with a 5+, and the ability to re-roll 1s on their Deathless Legion's checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. Granted, this means nothing for skellies shot down by arrows or artillery, but it can make them more of a nuisance once they're stuck in.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deathrattle_Skeletons.pdf Deathrattle Skeletons]''' (85pts/10, max 30, {{AOSKeyword|Summonable}}): Renamed and remodeled skeletons with mediocre weapons with no rend. Rather than the utterly pointless 6+ saves of old, they come with a 5+, and the ability to re-roll 1s on their Deathless Legion's checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. Granted, this means nothing for skellies shot down by arrows or artillery, but it can make them more of a nuisance once they're stuck in.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deadwalker_Zombies.pdf Deadwalker Zombies]''': {{AOSKeyword|Summonable}} (115 pts for unit of 20). The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3", so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don't expect them to kill much.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deadwalker_Zombies.pdf Deadwalker Zombies]''' (115 pts/20, max 40, {{AOSKeyword|Summonable}}): The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3", so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don't expect them to kill much.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Dire_Wolves.pdf Dire Wolves]''': {{AOSKeyword|Summonable}} (135 pts for unit of 10). These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don't get buffs from corpse carts anymore. And of course, they're still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Dire_Wolves.pdf Dire Wolves]'''(135 pts/10, max 30, {{AOSKeyword|Summonable}}): These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don't get buffs from corpse carts anymore. And of course, they're still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions.


===Behemoth===
===Behemoth===

Revision as of 15:52, 24 May 2021

Grand Alliance Death

Soulblight Gravelords

I HAVE COME TO SUCK YOUR BANK ACCOUNT!!!!

Lore
Tactics
General Tactics

UNDER CONSTRUCTION Darkness falls across the land and the midnight hour is close at hand. Time to remind the Mortal Realms of the Vampire Counts of old with their successors, the Soulblight Gravelords.

Overview

Classic undead army, rebranded with new skeletons, zombies, and plastic blood knights!

Why Play Soulblight

You want a resilient army made up of undead troops and vampire generals.

Pros

  • Your troops aren't hard to kill, but they keep getting up
  • Lots of different play styles, depending on which Dynasty you choose
  • Lots of new models, particularly if you want to play the Vyrkos Dynasty

Cons

  • Almost zero ranged units
  • Many battleline units are slow
  • You need to protect your heroes far more than other armies

Allegiance Abilities

Battle Traits

  • The Unquiet Dead: Like Legions of Nagash before us, you get to place four gravesites; two in your deployment area, and two outside that must be more than 1" from terrain or objectives. One of your Summonable units for every unit that you regularly deploy can be set up in reserve and pop in within a foot of one of these, so long as there are no enemies within 9". These gravesites also act as focuses for some of your other traits.
  • Deathless Minions: The Gravelord version of the classic 6+ death save after save affects all units wholly within 12" of both their heroes and gravesites. If a gravesite is near enough an objective, you can skip a babysitter hero for your backline campers with a little less worry.
  • Endless Legions: This lets you respawn your destroyed zombie or skeleton units with the Summonable keyword wholly within 12" of one of your gravesites at the end of your battleshock on a 5+ die roll, with a +1 for each enemy unit you destroyed earlier that turn. They only come back at half strength and must be placed at least 9" from enemies as well, but you're not spending a command point like Legions of Nagash used too.
  • Locus of Shyish: Death armies lean heavily into magic, and Gravelords get to resolve their lore spells (NOT their warscroll spells, arcane bolt or mystic shield) twice if they get an unmodified 9+ on their cast roll, provided it's not unbound.
  • Reanimated Horrors: Non-death models within 6" of your Deathrattle or Deadwalker units get a -1 to their bravery, or -2 if they are within 6" of two or more of them. Begs the question on how a giant undead bat with 'terror' in its name is less frightening, but can turn the tide if leveraged properly, especially as the second level can easily be satisfied with a support unit like a corpse cart or Wight king that wants to stick tight to some of those guys anyhow.
  • Deathly Invocation: Peeled out of the various warscrolls, heroes can heal a number of summonable units within 12" of d3 wounds/equivalent models. The Mortarchs get four units, vampires can do three, while wights and necromancers can top off two. Unfortunately, a unit can only benefit from this once per turn, and can't get the healing if they were already healed by Nagash's beefed up version of this ability in the same turn.

Bloodlines

There's five subfactions for soulblight each with a full complement of relics and command traits, and all of them have access to at least one special character.

Legion of Blood

Regal and lethal, these schemers are the all around sub faction, though their specialty lies with the Deathrattle.

Legion of Night

Mannfred's bloodline are tricksy, with their primary feature being outflank, with some nice command traits and artifacts to strategize around. They pick up an extra battleline in vargheists as a bonus.

Kastelai

Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline.

Avengorii

Monstrous looking vampire-centaurs that only feed on the blood of great beasts. They get battleline zombie dragons and terrorgheist and appropriately have a heavy lean to these monsters.

Vyrkos

Bestial Vampires who run with the pack, especially dire wolves. This is the kind of army that wants plenty of heroes to buff their zombies and wolves and use the kind of tactics that wolves would use.

Spell Lores

There are two spell lores to pick from, one for your necromancers and the two Mortarchs, and one for your vampires, with Nagash getting all of them. There is also an additional spell, Invigorating Aura, that ALL your wizards get for free, and may be cast by any number of spell casters in a turn.

  • Invigorating Aura: Casting Value 8. Pick 1 Summonable unit wholly within 18" of the caster. You can heal up to 3 wounds, or return slain models that have a combined wounds characteristic of 3 or less to it. Add +1 to the casting roll for each hero on the battlefield. No unit can benefit from this more than once per turn. Even more healing options is always welcome, especially with deathly invocation only being used once per turn per unit now.

<tabs> <tab name="Lore of Vampires">

  1. Blades of Shyish: Casting Value 5. Roll a dice for each enemy unit within 12" of the caster. On a 3+ that unit suffers a mortal wound.
  2. Spirit Gale: Casting Value 5. Pick 1 enemy unit wholly within 18" and roll 2D6. If the roll is greater than that unit's bravery, that unit suffers a number of mortal wounds equal to the difference between the unit's bravery and the 2D6 number rolled.
  3. Soulpike: Casting Value 6. Pick a unit wholly within 18". If that unit tries to charge, roll a number of dice equal to the charge value. For each 4+ the unit suffers a mortal wound.
  4. Amethystine Pinions: Casting Value 5. Add +6" to the caster's Move characteristic, which is great for throwing your vampires into the thick of it from far. Does not stack with Locus of Shyish.
  5. Vile Transference: Casting Value 4. Pick an enemy unit within 6". Roll a number of dice equal to half the unit's wounds. For each 6, you heal 1 wound.
  6. Amaranthine Orb: Casting Value 6. Pick a point within 9" of the caster, and draw an "imaginary straight line" from the point to the caster. Roll a dice for each unit the line passes by, and on a 2+ that unit suffers D3 mortal wounds. Does not work on Death units so feel free to draw a line over your own units. Sub optimal for mirror matches.

</tab> <tab name="Lore of Deathmages">

  1. Overwhelming Dread: Casting Value 5. One enemy unit within 18" takes a -1 to hit until your next hero phase. A cheap and decent debuff for your hordes.
  2. Fading Vigor: Casting Value 6. One enemy unit within 18" loses one attack from their melee weapon until your next hero phase. Another debuff, but a lot less generalized. Might be useful for zombies or skeletons, who are expected to last longer and would already topple over from a stiff breeze.
  3. Spectral Grasp: Casting Value 6. Select one setpiece within 18" of the caster. Until your next hero phase, all enemies within 3" of that setpiece has their movement halved. One of those spells that's really dependent on how the arena is laid out, ranging from crippling to utterly useless.
  4. Prison of Grief: Casting Value 6. Pick one enemy unit within 6" of the caster; any time this unit plans to move, they must roll a d6 and stay paralyzed on a 6". Great for foiling jukes and making sure that your guys get the first hit in.
  5. Decrepify: Casting Value 6. Select one enemy hero within 18" of the caster. This hero loses one attack and reduces the damage value by 1 for one melee weapon.
  6. Soul Harvest: Casting Value 7. All enemy units within 3" suffer d3 mortal wounds immediately. For each hit that isn't saved, you can roll a d6 and restore a wound to the caster on a 5+. Ultimately, this is more of a hinderance than a means to actually clear units. If you're lucky, you might have actually popped a Liberator or a chaos warrior, but you won't actually win a fight against them as a measly necromancer.

</tab> </tabs>

Warscrolls

Leaders

  • Vampire Lord(140 pts): The average vampire is pretty potent for a warrior with flight, a modest weapon with -1 Rend and the ability to heal d3 wounds whenever it kills an enemy model in combat - meaning that you might actually be able to hang on even if you just kill a few models in a mob each turn. It's also a wizard with a command ability that gives one summonable unit extra attacks, which you'll need because those goons are going to go down quickly.
  • Vampire Lord on Zombie Dragon(435 pts): Lost a lot of it's healing ability with Chalice of Blood being gone but The Hunger being buffed to D3 instead of 1 could make up for it. Also lost Dread Knight Command Ability (not sure why it has no Command Ability presume AOS 3.0?), Blood Boil renamed to Curse of Exsanguination but remains the same. As for the buffs Deathlance Charge got a damage increase from 1 to 2 dmg and improved the rend by 1. Ancient shield is now baked into his stats giving VLoZD a +3 Armour Save. All in all VLoZD depending on the Dynasty will still be an absolute killing machine on the charge.
  • Bloodseeker Palanquin(290 pts): A giant artillery chariot, it's chief weapon instantly deals MWs to all enemies within range (though this range decays with damage), a potent force for an army with no artillery to speak of. The unique spell allows it to suck out more MWs from an enemy hero, and if that hero dies close enough, this can also lead to buffing friendly vampires. Simply put, this shouldn't be your lone hero, it should be accompanying your general (if you're not grabbing a named hero anyways).
  • Vengorian Lord(280 pts): The angrier monster vampire, but actually a bit more defensive than the normal ones or the zombie dragon. Compared to the base vampire, they have an aura for debuffing enemy Rend and a spell to make it easier to harm enemies. If one of your units kills an enemy unit within 12", their command ability helps that unit heal some wounds to keep them running.
  • Wight King(115 pts): The pure beatstick of the heroes. While the weapon's about as effective as the vampire's, though the wight king also deals a mortal wound on a nat 6 to hit. His command ability's specifically made for skellies, making a Deathrattle unit within 12" re-roll 1s to hit in melee. If you're planning to focus more on the bone-boys, then you'll be just well-served by this guy as you would with a vampire.
  • Wight King on Skeletal Steed(130 pts): For 15 more points than the footsloger, you get +2 wounds and triple your movement, and swap out the chance at mortal wounds on 6's for more reliably causing them on the charge. Otherwise, he remains the hero of choice for supporting the bonepile and is especially served by joining a pack of black knights.
  • Necromancer(125 pts): A wizard clad in tatters. Then again, why would he need anymore when he can just have some nearby summonable units soak up the wounds for him. Indeed, he does need them around because aside from summoning them and using them as meatshields, he can also cast a unique spell that can let them fight again, a stark upgrade from the vampire lord's command ability and only casts on a 6+.

Named Characters

Nagash and Soulblight named characters with a dynasty (save the Cursed City characters) all have a special rule that allows them to be treated as general in addition to the one that you choose in an army of their dynasty (or any of them for Nagash). You can use this to your advantage if you want to utilize the generic command abilities, or in certain battle plans.

  • Nagash(975 pts): The supreme lord of the undead has increased in points cost yet again, now a whopping 975. He gets access to all 13 spells in the book in addition to his own, giving him a good versatile selection for him to use, and gives him more flexibility than casters who must select their spell. Beyond that he's largely the same as he always has been, but keep an eye out to which Dynasty that you play him with, as several of their traits are tied to the Vampire keyword and he will not benefit/proc benefits.
  • Neferata, Mortarch of Blood (Legion of Blood, 365 pts): A lot more direct compared to Manny, and by necessity. Not only can she heal more from killing compared to the average vampire, but she also has a weapon that can insta-kill a model. Also helpful is her command ability, which nerfs enemy attacks within 12" of her, making her a viable strongpoint for her legions, but also a visible target.
  • Mannfred Von Carstein, Mortarch of Night (Legion of Night, 380 pts): The lord of assholes returns, just as dangerous as before. While he's still pretty dangerous between his own weapons and his beastly mount, his role remains being an elusive prick who bounces across the field to pick off the weak bits. Not only can he fly, but he can also redeploy wherever he wants once he's stuck in combat. The moment he kills something with his sword, he can then boost a Summonable unit, and this can stack with his command ability so his lackeys can fight on without his direct intervention.
  • Prince Vhordrai(Kastelai, 455 pts): Has had a nerf to Breath of Shyish being a flat 6 MW is now D6 and also now is only usable on a 3+ without the previous modifier of +1 if Vhordrai had slain an enemy model in the previous combat phase. Has had a buff to Bloodlance Charge much the same as VLoZD +1 dmg and added 1 rend and buff to The Hunger being D3 instead of 1. Of note he retains Chalice of Blood which VLoDZ did lose and still retains his Command Ability Fist of Nagash and his Spell Quickblood. Overall Kastelai players may prefer using him over a VLoDZ for the extra few points until AOS 3.0 reveals the new Command Abilities for Generals.
  • Belladamma Volga, First of the Vyrkos(Vyrkos, 200 pts): Though she can't fly, she's very fast and comes with a whirlwind of attacks thanks to her pet wolves. She's best run with some dire wolves, who can act as her meatshields as well as benefiting from her command ability (which lets them pile in an additional +3", meaning their engagement range is 6"). Also helpful is that she's a powerful wizard with two special spells, one that deals MWs and replaces the slain models with Dire Wolves, and the other making the target friendly unit deal double the hits on a 6+ to hit roll. If you plan on playing her, keep her behind plenty of dire wolves, and grab someone else if you plan on supporting the rest of your legions.
  • Radukar, The Wolf(Vyrkos, 755 pts needs to be taken as a set with his 9x Cursed City bros):
  • Radukar, The Beast(Vyrkos, 315 pts): Wow what a real melee beatstick this dude is! Can run and charge same turn, 3+/3+ 12 attacks -1 rend 2 dmg or d3 dmg with Piercing Blade (Bloodslick Claws able to do 2x MWs on 6s), pseudo in built Gryph Feather Charm -1 to hit, the generic "The Hunger" all Vampire Lords seem to have now and 12 wounds make him quite tanky as well. His CP abilities are pretty nuts too able to give a bubble of +1 attack to all Soulblight Gravelord units within 18" of him if he made a charge in that turn, notice how it says keyword "Soulblight Gravelords" this actually makes your Blood Knights very frightening with Radukar being able to keep up with them quite nicely being able to run and charge same turn. Summoning 10 Dire Wolves within 12" of him once per battle also quite a neat trick good for outflanking/capturing points but slightly limiting with the 12" bubble and 9" away from enemies. Very amazing points cost for the utility he provides. Also of note Curse City heroes/Radukar the Wolf cannot be in the same army as Radukar the Beasts lore is after Cursed City.
  • Kritza, The Rat Prince(Vyrkos, 95 pts): Largely a cheaper Vampire Lord, Kritza trades off a point of armour for an extra wound, and swaps spellcasting for a -1 th hit in melee against him and a rather impressive ability to, when slain, be set up again elsewhere on a 4+ role, making him relatively resilient despite also lacking 'The Hunger'.
  • Annika, The Thirsting Blade(Vyrkos, 110 pts): Another lord equivalent, Annika also swaps armor for wound, and her spellcasting for 4+ wound negation and completely healing all wounds when she slays a model instead of d3.
  • Lauka Vai, The Mother of Nightmares (Avengorii, 285 pts): The new monster as a hero, acting a named vengorian lord. She's very potent, acting as combat superiority between her spell nerfing enemy charges and her aura nerfing enemy rending. She's meant to be crushing the enemy, with a charge bonus like the mounted vampire lord, and the chance to run and charge on the same turn - though this is at the cost of her command ability, which influences friendly monsters.
  • Prince Duvalle & The Crimson Court (200 pts): Duvalle is pretty gimped for a vampire, lacking flight or any weapons aside from his sword, though he also comes with a unique spell useful for zeroing in on an enemy unit. His court aren't quite as durable, though one acts as a beef wall and they can effectively hop through terrain so they can kill whoever Duvalle targets.

Battleline

  • Deathrattle Skeletons (85pts/10, max 30, Summonable ): Renamed and remodeled skeletons with mediocre weapons with no rend. Rather than the utterly pointless 6+ saves of old, they come with a 5+, and the ability to re-roll 1s on their Deathless Legion's checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. Granted, this means nothing for skellies shot down by arrows or artillery, but it can make them more of a nuisance once they're stuck in.
  • Deadwalker Zombies (115 pts/20, max 40, Summonable ): The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3", so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don't expect them to kill much.
  • Dire Wolves(135 pts/10, max 30, Summonable ): These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don't get buffs from corpse carts anymore. And of course, they're still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions.

Behemoth

  • Terrorgheist (Battleline in Avengorii) (305 pts): Big boi, retains the same stats it had before, unfortunately the inability to fish for 6s with Gaping Maw like our FEC brethren can do kinda makes the points cost potentially not worth it also has no way of healing without investing in Mutations in Avengorii and costs 5 more pts than a Royal Terrorgheist. Interestingly is battleline in Avengorii Dynasty.
  • Zombie Dragon (Battleline in Avengorii) (295 pts): A massive monstrosity, now without a vampire riding on top. It retains its multitude of attacks as well as its breath weapon, ideal for dissolving mobs. Of course, its issue is that it's pretty flimsy with only a 4+ save protecting it. Even if it's battleline, this is a hefty investment without any way to ensure its survival.
  • Mortis Engine (200 pts): For when you want a bloodseker palanquin but lack the spot for another hero or need more mage support. This retains the wail of the damned for popping through the enemy mobs, but is instead more for boosting magic rather than vampires, as all wizards add a +1 for casting within 12" of this engine. It also has a once per game power to release another blast that deals MWs to those within range of it.

Other

(Battleline with a Wight King General) Summonable . Essentially tougher skeletons with a full command group that enables them to charge at full range. 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 6+. Since they're still summonable, you can make them a bit more reliable as a bunker against archers.
  • 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.
  • Black Knights (120 pts unit of 5): (Battleline in Legion of Blood) 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.
  • 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 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.
  • 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.
  • Fell Bats (75 pts unit of 3): 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.
  • Vargheists (155 pts unit of 3): (Battleline in Legion of Night) 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.
  • Blood Knights (195 pts unit of 5): (Battleline in Kastelai Dynasty) 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.

Battalions

Red Banquetters

2+ each of Vampire Lords and Blood knights, plus either a Coven Throne or Bloodseeker Palanquin (100 pts)

The Blood is the Life: Units here regain D3 wounds per hero phase.

Deathstench Drove

1-2 Corpse Carts, and 2 each Deadwalker Zombies and Direwolves (100pts)

Nexus of Malevolence: Any of the battalion's units wholly within 12" of a corpse cart get an extra attack with their melee weapons.

Deathmarch

A Wight King, 1-3 Grave Guard, 1-3 Black Knights, and 2+ Deathrattle Skeletons (120 pts)

March of the Dead: The Wight King chooses 3 units wholly within 12" from this battalion to gain 3" movement.

Fellwing Flock

2-3 Vargheists, and 2-3 Fell Bats (80 Pts)

Swooping Predators: Battalion units get +1 to hit rolls on a turn they charged.

Legion of Shyish

Generic all Battalion's 1x Red Banqueters, 1x Deathmarch, 1x Fellwing Flock, 1x Deathstench Drove (60 pts)

Horror Unending: No longer required to roll a d3 for Deathly Invocation will always be 3.

Army Building

Given its contents, and depending on the bloodlines that you are going to play, Start Collecting! Flesh-Eater Counts is once again one of the best products GeeDubs has to offer. Get as many as you need or want for you Battleline Zombie Dragons, Terrorgheists or Vhargheists. While you can't use the ghouls, they have the same base size as zombies, and look zombie-ish...

At the moment of writing this, if you local store still has a Start Collecting! Skeleton Horde, or an even rarer Battleforce with them, you can grab them and get you Mortarch of choice (but can't use Arkhan, as he is not part of the army roster) while getting extra Black Knights and Skellies, who also happen to be Battleline choices.

Allies

  • Drogg Fort-Kicka: The Mega-Gargant allocated as an ally for DEATH armies, he's a big smashy monster with the extra ability to deal out some easy mortal wounds to a bigger unit, and most importantly, the ability to destroy terrain. This includes faction terrain, so send him after that lumineth waterfall and the wizard sitting on it, the priest standing on an altar of blood, or knock a ghoul king off his throne.
  • Nighthaunt: Sadly, since they rely on 'summonable', and most of your abilities are specifically SOULBLIGHT summonable...not actually a good deal. Still, they have some very nice units...
  • Flesh Eater Courts: You share units, they have some nice ghouls that in a pinch can 'counts as' zombies, and they have a powerful wizard AND a spell that buffs the heck out of them? A very nice choice.

Tactics

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others