Table of Contents
Introduction
The game is controlling the magic flow of the game against average and slightly above you will do well but have a tougher time vs things like slann and Teclis
Allegience Ability
It’s OBR we get RDP get ready to use the same command multiple times as it’s actually very beneficial although it does still limit you to receive only one command on a unit and as a added bonus you don’t take battleshock. Then our subfacfion is Petrefex to make all our units more durable. Very powerful if your in multiple combats as your opponent can only use all out defence in one place but in single combats it’s still good, and then we get the command ability to increase rend by one and that will allow us to punch through some of the really tough armor that can be around or just make our opponent have no save.
Artefacts, Command Traits & Abilities
So your playing petrefex as it’s the strongest leigon and you save some points by not needing katakros, so you have the command trait mighty something so your general the leige has +2 wounds and he has the god bone armor so the first round every phase is negated making this 9 wound(perfect number) 3+ save ignoring the first rend and first wound every phase a very durable unit and then I have the soul resovoir for the soul mason to help get my own spells off just hope not to get a unmodified 10 or the artafact will break but we have some ways to avoid that.
Heroes
We have the leige as a beat stick who can take a bunch of damage and actually deal a good amount back and he’s the best candidate for the battletattic “this one’s mine” that isn’t a named hero and +1 attack on something like arkhan or deathriders can make them punch hard into vets or low armor units.
Arkhan the MVP of basically every list. You do everything with this guy get +6 to your spell range so you can just affect more of the board return 3 models or heal to 4 units to keep the grind going and you can throw him into combat with protection and have him deal good damage and if they dont one shot him he teleports back to the safety of your own lines not to mention he’s a +2 cast and unbind I dare say he’s a auto include in a competitive OBR list.
The soulmason is great as he has the +2 cast and is a great choice to do the heroic action to have his spells not be unbound and with the +2 your are super likely to get of your spell and when you have cogs down you can reroll casts of a 10+ to try and save the artafact. And his spell to reroll 1s is great especially when alot of your attacks hit on 2s and have exploding hits of 6 or maybe 5
Boneshaper is a an extra cast and can return more mortek just a solid dude.
Other Units
Mortek, more squishy then before as things just doubled their damage into them but they can still take tons of punishment just give them mystic sheild and they are fine if you really want them to stick and be the anvil they are meant to be take a harvester
The deathriders are super fast and when buffed can deal a good amount of damage especially with them can move 15 it’s keeps your opponent aware and If they get pinned they don’t care much as they don’t really get buffed on the charge but here is where rend will be used from bludgeon to get tend 2 on swords and they will kill alot of stuff
Stalkers are kinda fast but hit like Mack trucks they have 15 attacks they are rend 2 damage 2 and can be rend 3 damage 3 into vets as bouty hunters and from bludgeon, they just hit hard
Battalions
Extra artifact
Make the killy stuff more killy
Make the defensive units keep objectives longer
Allies
Pppphh we don’t need em
Magic, Endless & Realm Spells
The cogs as a Great reroll casts to get our spells off avoid miscasts and the soulmason artafact from breaking
The shrieker is sooooo good +1 to hit to have basically everything hit on 2s and your opponent can’t inspiring presence or rally for 50 points what’s not to love
And the burning head is cheap and hits AOE MW I like to hit 3+ units with it and it can do that with arkhans spell extension to hit units and heros alike but if you have points night mare predator is the same but better as it doesn’t go away
Spells to cast in game as arkhan knows them all is Drain vitality if possible empower weapons, mystic sheild and protection are the normal ones but situations could call for some different ones but options is nice
In-Game Guide
Cast magic buff up your guys while putting debuffs on your opponent and killing them with mortal wounds and hard hitting troops
This is wicked dude!!!
You talk about Burning Head “And the burning head is cheap and hits AOE MW I like to hit 3+ units with it and it can do that with arkhans spell extension to hit units and heros alike but if you have points night mare predator is the same but better as it doesn’t go away” Are you saying that the Head has it’s range extended to 9″ by Arkhan’s command trait? Also, gogo Nightmare Predator! Thanks so much for posting this!
The set up range is increased by arkhan not the movement or the range of effect but it lets you throw the head out farther to hit what you want