Morghasts.

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I ran a proxy unit of two Morghast Archai in my last game, and they really helped reduce crumble on a completely "hexed-out" unit of grave guard (were at Strength and Toughness 2), all while fighting off another unit.

When you compare 2 of them to a Varghluf it really looks pretty good, 8 S6 killing blow attacks and 8 wounds vs 5 hatred attacks at S5 and 4 regen wounds. Seems like they have a good spot in my lists.
Don't forget the stomps and thunderstomp. :)


EDIT: The extra attack special rule has a specific exeption in it's rule that says: multiple extra attack special rules are cumulative.
 
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6 in a unitx80 pts (if i understood correctly is 480 pts....... they gotta be VERY good for those pts.

@Banat No,i didnt,i was in vacation the last 10 days and im busy celebrating my 3rd decade this weekend,so i totally missed this whole End Time thing and i feel pretty lost,gotta be honest
i was actually thinking to write a post for ask for a short review for those (like me) are in this month in a financial struggle.
i dont know if my meta will buy the book so any indication is more than welcome!
What do you want to know?
 
What do you want to know?

Are the rules permanent or is just an expansion like SoM?
Is 50% Lords AND 50% heroes the new rule?
are the morghast special or rare ?
can we play all the TK unit allowed in the book or just some?
can we pick up the lore of undeath instead of LoV or togheter?
how many dice we can use for casT A spell?
 
Are the rules permanent or is just an expansion like SoM?
General Consensus here is that the rules are an update to the BRB and should be considered official. However, as with all things we do in this world with others, they require consent. (You cannot go to a football game with your friends if they don't want to go) So it would be polite to ask ahead of time when setting up a game.
Is 50% Lords AND 50% heroes the new rule?
See above, it is the rule for an end time army.
are the morghast special or rare ?
The two hand weapon/heavy armor guys are a special choice, the halberd/chaos armor guys are a rare choice
can we play all the TK unit allowed in the book or just some?
While I did not go through all the TK options to ensure they are all in the Undead Legions army, I didn't notice any that were missing.
can we pick up the lore of undeath instead of LoV or together?
If you run an Undead Legions Army your general is not required to have a specific Lore, or be a wizard at all (somewhat unusual for what we have been used to). Lore of Undeath is available to all wizards in an end times army.
how many dice we can use for casT A spell?
This rule has not changed from the BRB.

I have to agree with GreenGiant about Morghasts. They are certainly not the broken BS of SkullCrushers (Probably the single most undercosted unit in the game next to Warp Lightning Cannons and Doomwheels), but they compare favorably to a Varghast which seems fairly popular here. Especially if you consider taking the Heralds for a special choice can free up rare points for Terrorgheists/Mortis Engines/Casket of Souls/Hierotitans.
 
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Are the rules permanent or is just an expansion like SoM?
Is 50% Lords AND 50% heroes the new rule?
are the morghast special or rare ?
can we play all the TK unit allowed in the book or just some?
can we pick up the lore of undeath instead of LoV or togheter?
how many dice we can use for casT A spell?
The rules are official. This is not an ask your opponent supplement like SoM was. Some venues are not using the new rules though as some people are reacting to end times like escalation. I've played two end times games so far, and it's nothing like escalation. Regiments still dominate. Nagash has weak points.

There is a special and rare morghast unit. Morghasts have interesting properties. I plan to do a write up on them after I have enough games to judge them. They aren't the same as either crypt horrors or varghiests, but a new role.

All tomb kings are in the book except the special characters. Only Khaldia and Asaphos are allowed.

Undead legion armies do not need a vampire lore wizard. They do not suffer crumble when general dies. Any wizard in any army can take lore of undeath in place of any normal lore. Personally lore of undeath is not overly powerful in the hands of normal wizards. It might even be weak, aside from being a raised dead variant.

Casting dice is same. All end times rules do is change lords and heroes to 50%. Lore of undeath has its own rule that everyone can use it. I could have come out on its own. The rest of the rules are all part of the undead legion army list. The one exception being the morghasts which are also added officially to the vampire counts army.

I do think that last point is the confusion the book is causing. Some people are interpting it as errata to the tomb kings and vampires army books. It's not. It's army list on its own that pulls it's units from the other armies and uses its own version of those armies special rules. Players wanting to play with one of the special characters that are in the army books would have to run an old style army to use them for example. Still, most players, especially tomb kings, benefit from doing undead legions as it only gives options and removes weaknesses like general dying.
 
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I am wanting to make a list with the new lore, and they do look very tempting when I get them for free....
 
I am wanting to make a list with the new lore, and they do look very tempting when I get them for free....
I think it's worth using morghasts. They have some interesting features. Try taking them in place of another support unit.
 
I've made two of my four Morghasts so far. Made them as Archai. IMO a 4+ armour save (over nothing) is worth those extra 10pts.

I am considering getting two more though for a total of six and making the remaining four as Harbingers... A unit of 4 would cost 320pts, the extra numbers mitigates the lack of save. Fact is they're also WS5 and T5 so anything that manages to get its weapons past their blades still has to get through their thick hide.

Then again... Four Archai at 360pts in rare, still leaves me room for a TG/ME with enough snug space for a Casket. Four Archai would make a decent hamvil. Less attacks but higher strength and more survivability.
 
I used them in a game yesterday. I found the armor totally mattered on the archai but oddly the extra attack on the harbringers mattered more than the S6. But both were fighting T4 infantry and had van Hel's on them.

And morghasts are a total pain in the ass to assemble!
 
I used them in a game yesterday. I found the armor totally mattered on the archai but oddly the extra attack on the harbringers mattered more than the S6. But both were fighting T4 infantry and had van Hel's on them.

And morghasts are a total pain in the ass to assemble!
Very interesting I totally changed my mind about the harbingers I love their looks goes very well with the new mortarch kit. I will bring some. What's their base size? And do you need 4 harbingers or is two enough? And do you field them 2x2 or 4x1?
 
They have that new short chariot base that the plague flies and I think blood crushers are on. I ran the harbringers 4x1 yesterday to maximize attacks and stomps. Archai would be better 2x2 though, wouldn't they?
 
I think so... on either flanks or something. I would worry at 4x1, Archai would draw too much magic attacks and poof that's a large rare hammer unit gone...
 
Magic would be the most likely thing to be able to take wounds off of all modals in the unit would it not?
 
So we're starting an escalation league at my store in October. I am going Undead Legion (I had already decided on VC before the Nagash announcement) and in my practice games at 500 points, I have been running a tomb prince, 29 skeletons a unit of dire wolves and 2 harbingers. The Harbingers are great flank units that just crush infantry, even elite infantry like dwarves. Incidentally, the Tomb Prince is an amazing support unit for our block infantry. Skeletons aren't horrible at WS 2 but at WS 5, they become really resilient in close combat and give up so few wounds thanks to parry save and high ws. I thus far have not had any issue charging the Harbingers into the flank of what ever my skeletons are holding down and wining combat.

On their own though they suffer to large blocks of anything str 4 or higher. Had two in one game take a unit of basic brettonia militia in the butt and lose out over two turns thanks to their combat res from ranks and ability to score a few wounds. So they do not do well against large blocks by themselves.
 
I will use them as I've always dreamed!

Beside a Black Coach. They all can run free and wild, taking names like Vargheists just can't do, and striking fear into cavalry (like the Black Coach already does, however poorly due to his lack of attacks). Now they can go together :D
 
I think Morghasts are definitely better for being summoned rather than starting off. You only need one counter to be able to up Ryze to 160pts of monstrous infantry, enough for 2 Harbingers. Summon them behind an enemy unit. Even better, an enemy unit that's already in combat and can't turn to face them!
 
I think Morghasts are definitely better for being summoned rather than starting off. You only need one counter to be able to up Ryze to 160pts of monstrous infantry, enough for 2 Harbingers. Summon them behind an enemy unit. Even better, an enemy unit that's already in combat and can't turn to face them!

Agreed! This is amazing and why i'll be getting a box. Plus HOVER. C'mon - how many times have we drooled over plague-drones ability to go up and over chaff. Count me in on these guys.

-luke
 
I don't get the hate for these guys in terms of rules.
Here is how I see it. Many comps of warhammer allow only 1 terrorgheist.
The VC army outside of vampires or infantry has no s6. They move independently of general without frenzy. What is not to like?
I don't think they are 1+ but 2 of these are definitely good for 180 points so very good and do the same role as 3 rot flies for deamons.
Also these guys have I4 which for VC seems huge to me in terms of initiative steps. Just my idol thoughts but it's the halberd ones that look good
 

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