Possible switch options
- The unit of 10 chainrasp for 5 dire wolves
- If above is switched opens up for switching a necromancer for a Guardian of Souls
I love the death faction, resurrecting stuff and moving forth endless waves of bone and spirit. What better faction to combine this with efficiency on the board?
Spicing things up with a few ashed dwarfes one of the inherrent weaknesses of the army is alleviated.
So what do you get with this list?
- Good mobility
- Lots of ethereal saves
- Good amount of bodies for objective grabbing
- Make units +1 attacks
- Make units able to strike twice
- Heal stuff from gravesites and necromancers
- Bring back stuff from the dead
- Cover fire from 32″ cannons
- Most important you get to buff banshees for hilarious amounts of damage
Honestly the allegiance ability is pretty boring, -1 bravery characteristic is pretty meh at best. Sometimes it gets to destroy an additional model ofc, but it’s boring.
Artefacts, Command Traits & Abilities
Here it gets interesting, Vassal of the Craven King is a great command trait that gives you a command point on a 5+, everytime you’ved used a command.
Aetherquartz Brooch is the artefact of choice here, and luckily it does the exact same thing as the command trait, so every time a command point has been spent, you get two chances of getting a CP, and yes you can get more back than what you’ve spent 🙂
Command abilities are used very often, hence the two chosen options above:
- Knight of Shrouds – +1 attack to a Nighthaunt unit wholly within 18″, an absolute go to ability, especially with the Banshees as their output relies on this.
- All-out attack and defence are two command abilities from the GHB2019 that I used all the time as well.
Dreadblade Harrow is one of the greatest options for Grief, as you can make sure your general never dies (almost), and is a great option for objective stealing or porting in to support your troops with deathless saves and All-out attack/defence. Just all in all a very great general.
The Knight of Shrouds is another absolute solid choice, 6 health, 4+ etheral save, a whopping 12″ move, and although you’ll rarely use him for combat, he does have a solid 4 attacks at 3+/3+, -1 and 2 damage.
What really makes this hero stand out, is the ability to give +1 attack to Nighthaunt units wholly within 18″, which is an enormous bubble. Bladegheists on the charge having 4 attacks, or Banshees at 2 (3 if they’ve dispelled something, ex the Soulscream Bridge) just makes sure, whatever you look at gets obliterated.
As a secondary buff piece two necromancers fill in both an offensive and a defensive purpose in that their inherrent spell gives summonable units within 18″ the ability to pile-in and attack twice, and in every hero phase they can heal 2 summonable units within 6″ for 1D3 models, which is great.
They are also pretty survivable since they can pass off wounds to a summonable unit within 3″ on a 4+.
And that’s pretty much it….
“Hey I’m here too”
Oh yea the Cogsmith – he’s just there to make the cannons re-roll hits.
*Cogsmith* “Hey I can shoot too” – Yea just make the cannons re-roll hits.
What’s fast, cheap and battleline? Dire wolves are an amazing choice for capping and stealing objectives and an auto include in every death army that can take them.
Similarly the inclusion of chainrasp hordes are there to sit on objectives, while screening heroes. A 5+ ethereal save, a decent 6″ move and always 2 attacks at 4+/4+ (re-rolling 1s to wound if there are more than 10 models in the group) has often enough proved to be quite good, compared to fragile skeletons.
Now on to the good stuff, the heavy hitters of the army.
Bladegheist Revenants is the reason I play Grief, they are simply amazing. 8″ move coupled with the ability to retreat and charge, whilst also getting +1 attack on the charge just makes them absolute deadly. At a solid 3+/3+, rend 1 damage 1 they dish out reliable damage.
Increase the killy power, by adding +1 attack to them and giving them all-out attack their damage output is just crazy.
The hidden gem of this army are the Banshees, while they look so so on paper, they perform incredibly on the table. 8″ move is great, but at 4+/3+, 1 attack they don’t seem as killy as Bladegheists, however they have rend 2 and damge D3, -2, 1D3 damage! This means with a Knight of Shrouds they can get 2 attacks each, if you’ve cast the soulscream bridge previously, they can dispell that and get an additional attack. That makes for a pretty reliable 3 attacks at rend 2, 1D3 each. However the 4+ to hit suffers a bit, which is why it’s a good idea to always give them all-out attack as well.
(Fun story, I’ve had a mate charge 20 sequitors into a screen of wolves in front of a group of 12 banshees, while he killed all 5 wolves, I killed 14 sequitors and forcing the last 6 to run from battleshock that’s 28 wounds from one round of 12 ladies)
Magic, Endless & Realm Spells