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

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

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

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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. Life Stealer: If any enemy models were slain by this general, regain D3 wounds. This is great, while the army has access to a lot of healing, the Kavalos will often be far from the rest of the army, either flanking or stealing objectives, so giving it some survivability on its own is great. Dan: If you’re looking to counter high-movement or long-range shooting options in list-writing, consider these following:

Just as with our previous faction-focused articles, we reached out to the playtester team for some expert advice on the Ossiarch Bonereapers. Steve Curtis was happy to answer the call, boasting more than 5,000 points that have seen their way around the tournament scene since they first arrived.

As a proud Mortisan myself, I took control of the elite warriors of Nagash – it’s actually my own army we use in the game – while actual real-life Chaos worshipper Ben commands the Slaves to Darkness. If you’ve ever wanted to see what happens when a bunch of angry, heavily armoured brutes charge into unwavering lines of elite skeletal warriors, then this is the show for you. Kharadron Overlords have primarily been driven by the success of Barak-Zilfin (13 placings), with additional results for Barak-Urbaz, Barak-Mhornar, and Barak-Nar. If there’s any weakness in the book, it’s probably here. We all knew that “reroll all saves” business wasn’t going to fly in 3.0 so the new version of the command ability is to give them ethereal and ignore all save modifiers. Which is…an interesting choice, and I do mean that. For any rend higher than -1 it’s a net positive, for rend -1 (assuming you have no other +1s) its basically the same as all out defence but can be used multiple times across multiple units, so either way it does work.

Morikhane, Nagash’s ensorcelled armour, now provides a 12” aura of a 5+ ward to death units. This is a huge change and gives Nagash more of a castle gameplay effect than he previously had, though to be fair 12” from his huge base is a decent amount of real estate to be working with. Note that Nagash is also affected by this aura, being a 5+ this means he’s slightly more vulnerable to mortal wounds than previously but is much more durable against regular damage, and combined with the wound increase he will be a menace to deal with for armies that cannot output a large quantity of mortal wounds. Both Nagash and Arkhan know all the spell lores from this book when in a Bonereapers army but Nagash no longer simply knows every Death Wizard’s spells on the field. Katakros, Zandtos and Vokmortian are part of the Mortis Praetorians subfaction. You can include them in other legions but they do not gain the benefit of that subfaction. Nagash and Arkhan gain the benefit of whatever Legion they’re in, being the only named characters in the game to slot in to whichever subfaction you so choose. Finally, Arkhan’s command ability has been changed so it can only be used once per model. So no more 27″ Hand of Dust I’m afraid. Units with pre-game move abilities, which allow you to react to your opponent’s deployment and widen the screen protecting your vital units, either through warscroll abilities such as the Unleash the Beast ability of the Untamed Beasts or by utilising bonuses found in warscroll battalions, such as the Spell Hunters command trait of the Hosts Arcanum.

The Eyes

If you got the Soulmason instead of the Boneshaper, you can substitute that in and swap the Emerald Lifeswarm for a different endless spell. You can’t use command points so there’s no use in buying one.

Seraphon armies have primarily been Fangs of Sotek (8 placings), with the remainder being Thunder Lizards builds. Your basic infantry unit here, and they are GREAT at holding up threats. Their Nadrite Weapon ability gives them exploding 6s, and their command ability gives them unmodifiable saves. Put your Boneshaper behind them, and they’ll rarely move. 4. Immortis Guard Nowhere is this more evident than in the Mortarch of the Bonereaper legions, Katakros. In life Katakros was a mighty general and cunning strategist who ruled an Empire in the realm of Death.When this land came to the attention of Nagash, Katakros bent his knee rather than waste his realm in futile resistance.Nagash elevated him to Mortarch of the Necropolis and gave him charge of the elite Ossiarch legions. Command Ability: Counter-Strike –Affected units get to reroll all hits after a charge. This would be good in just about any scenario but especially for bonereapers, most of your units hit on 3+s with some rare exceptions so this is damn near guaranteeing all your hits will get in. Command Ability: Temper Fury –Lets you ignore the -1 save while keeping the +1 to hit. Good for units that might not survive if it takes too many more hits.

Powerful units –Your units are unique in their ability to function well without needing to be “babysat” as much as other armies, especially Death which usually NEED their Heroes to not instantly crumble. Between above average stats and the ability for even rank and file troopers to use “command abilities” means your forces can split off and hold a relatively stable ground without help. New Relentless Discipline –The #1 thing on everyone’s mind, Relentless Discipline is gone! You get command points and generic command abilities like everyone else, and you get a lot of points. Artefact: Godbone Armor – Ignore the first wound allocated each phase. This is really good, especially combined with the improved save and bonus to wounds. A Fast forward to third edition where CP became much more like RDP. You got more command points (that also went away at the end of the turn) and generic command abilities became invaluable to the game experience. Games Workshop didn’t see to know how to deal with this problem and tried multiple approaches to hotfix it and none of them really worked. Being denied access to abilities like Redeploy and All Out Defense were absolutely crippling to the army.



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