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Games Workshop - Warhammer Age of Sigmar - Ossiarch Bonereapers Mortek Guard

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Diversionary Tactics reduces enemy charges within 12″ (not wholly within!) by 3″, and this could be a massive swing, leaving a vital enemy unit out to dry after a failed charge. Dark Acolyte is a fairly standard “your first spell each turn, if successfully cast, cannot be unbound”, which is very nifty with the useful spells (particularly endless spells) this army can bring to bear. Our favourite however is Show of Superiority, where whenever your opponent spends any command points, on a 5+ they must spend two instead of one. Command points are always super valuable, so the ability to mess with the enemy economy cannot be overlooked. Artefacts Once per turn, after an enemy unit has charged, your Praetorians can attempt a charge. This counter-charge could really force your opponents to think about who charges when, where, trying to bait it out of you. This no-cost surge forward is interesting, and could help swing a combat, particularly if your opponent is trying to dogpile a single unit and not draw in the rest of your army. Petrifex Elite Command Trait: Mighty Archaeossian –Add 2 to the general’s wound characteristic. Boring, but combined with the +1 save it’s hard to say it’s not appreciated. Command Trait: Twisted Challenge –At the beginning of a combat phase, choose an enemy HERO within 3″, your general gets +1 to hit against that Hero, but -1 to hit anything else. Makes them a good Hero killer, be sure to equip them for the job. Artefact: Artificer’s Blade –Change a bearer’s melee weapon to Rend -3. Very nice, put this on a Liege-Kavalos and watch it cut through every the toughest saves.

A special mention has to go to my models of the match, the Necropolis Stalkers . These four-armed fiends are so good – flexible enough to deliver unmatched amounts of death or bunker down and take hits, they proved a real thorn in Ben’s side. The Pride of Ossia is the best of a bad bunch, requiring only that you complete at least four battle tactics, and that every battle tactic completed comes from the Flawless Executions list of of Ossiarch Bonereapers specific battle tactics. So, yes, if you complete five then you fail this grand strategy. Woo? This one really depends how you rate the battle tactics; we’re a fan of some, but getting to four is pushing it. Battle Tactics You’ll enjoy this Warhammer Age of Sigmar army if you want a force that is extremely reliable and durable, yet can strike with overwhelming force when commanded by its deathly masters.Ossiarch Cohort –The book’s “super battalion” it requires at least 1 of each of the other battalions. I haven’t calculated how big of a list you’d need to fit all of this in but I can definitely say it is not practical, in return you get…D3 relentless discipline points per turn. Hardly seems like a worthy prize for such a task and more like bragging rights. Command Ability: Holdfast –Oh man this is the good stuff, before you roll for Eldritch Nulls you can use this ability to make it a 2+ instead of a 5+, virtually guaranteeing you resist the spell. Cities of Sigmar Hallowheart lists or Nagash heavy lists will be brought to their knees. Legion Ability: Equumortoi – Units can run and charge in the same turn. Although this applies to all units it definitely is meant to appeal most to faster units like cavalry. Combine it with the Unstoppable Advance ability all Bonereapers get and there’s nowhere you can’t reach. B+

Reinforce Battle-Shields: Casting Value 6, basically the first half of Protection of Nagash, it can be cast on any unit within 24″ that has Nadirite shields (Which is a decent chunk of your infantry). Again the 5+ is not a modification to Deathless Warriors but its own save, which means you get 2 saves. History Lesson over, what did they go with? Well the answer was to give the army Command Points like everyone else but they get an absolute ton of themKatakrosian Deathglaive – 2 Necropolis Stalker units and 1 Morghast Harbinger Unit –Basically gives all the units within the battalion scout, giving them a free 6″ of movement at the start of the game. Good for getting those units into melee faster, which is exactly what you want from them.

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