AoS - 3rd Handbook: Ossiarch Bonereapers [Under Construction]

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Introduction
Since my conversion to the Deathless Legions, I have been eagerly researching the tactica of the Ossiarch Bonereapers, in order to further the agenda of Necrotopia and make sound decisions in what and how to field the elite troops of Death. It would be a shame to squander this knowledge to myself, so I will disseminate it below for all who partake in Nagash’s great work. There are, of course, no silver bullets, and I advocate that you use the information provided to make your own decisions, based on your personal playstyle and the rigors of your local meta. This handbook will continue to evolve as the OBR does, perhaps with a new battletome in the near future.

A special thank you to The Sun King , for inspiring this handbook with his own work.

Rating Scale
No unit exists in a vacuum and the ratings should reflect that. Thus the ratings are given based on how effectively the unit accomplishes its role in the army. However, all army lists are different so the analysis of each unit will be based on a very general perspective and common assumptions (e.g. fast and cheap units are used as screens etc.).

✪✩✩✩✩ is unusable. This rating is reserved for the real stinkers. Picking this can only make your list worse.

✪✪✩✩✩ is situational. You need to have a specific purpose in mind if you pick this. Without a plan for the selection you will make your list worse by picking this.

✪✪✪✩✩ is decent. These are balanced selections but are not a must have either.

✪✪✪✪✩ is good. Most lists benefit from this selection and you should definitely consider it.

✪✪✪✪✪ is amazing. This rating is reserved for the best our book has to offer.

Battle Traits
This doesn't exist anymore. Nagash no longer benefits from OBR allegiance abilities. However, Arkhan the Black got the Ossiarch Bonereapers keyword permanently added to his warscroll.
Working on this.
Working on this.

Legions
Of the six sub-allegiances to which an Ossiarch Liege may enlist, the current rule of thumb is that Mortis Praetorians and Petrifex Elite are the de-facto picks for competitive play, the former if running Katakros and the latter for basically anything else. This isn't to say that the remaining four are without merit, however, and all but Ivory Host shine when in their particular niche. For casual or narrative play, our army list stands strong enough to entertain a wide assortment of strategic approaches.
As mentioned above, this is the legion for taking Katakros, who can give MP units +1 to hit and save rolls with Supreme Lord of the Bonereaper Legions, though the legion falls to ✪✪✩✩✩ without him. Mir Kainan (✪✪✪✪✩), Zandtos (✪✪✪✪✩) and Vokmortian (✪✪✩✩✩) also share this legion.

Ability - The Dread Legion: -1 Bravery aura to all enemy units with 12" of any of your units. I haven't seen it talked about, but without Katakros it appears that Mortis Praetorians's niche in the Undying Legions is the fear bomb. With Vokmortian and Morghasts together, we're giving out -3 to Bravery, which can't be avoided if a Bone-Tithe Shrieker is in the vicinity, however the strategy is useless in mirror matches since OBR doesn't take Battleshock tests and it's a lot of work for a mild benefit.

Command Ability - Counter Strike: Re-roll hit rolls for attacks that target an enemy unit that made a charge move in the same turn. On top of the buffing we can get, I think the most important support for this ability is a Gothizzar Harvester nearby to restore casualties taken because of said charge movement, this will give our circumstantial command ability a bit more of a bite when it goes off.

Command Trait - Katakros' Chosen: D3 additional relentless discipline points once per battle. Common wisdom is that we get more RDP than we can use, so it's not a big loss to make a unique hero general.

Artefact of Power - Artificer's Blade: -3 rend to one melee weapon. Liege-Kavelos benefits the most from this artifact, and you'll want to bring one anyway for their command ability.
The Petrifex Elite wander the realms looking for bones of immense power, and it looks like they're doing a fine job of it, because they are the best legion in our battletome. It's an easy pick, too easy, but if you want to win without being exceptionally clever this is your legion.

Ability - Unstoppable Juggernaughts: Worsen the rend of weapons that target them by 1. With how important rend is in the current edition, this is basically as good as getting a +1 armor save, which was previously modified for being too good.

Command Ability - Bludgeon: Improve the rend characteristic of a unit's melee weapons. I think this speaks for itself.

Command Trait - Mighty Archaeossian: Add 2 to this general's Wound profile. See below.

Artefact of Power - Godbone Armor: Ignore the first wound in each phase. The command trait and artefact basically make your general immortal, which is great for the Prized Sorcery grand strategy if you make your general a Mortisan.
Do you like cavalry? We have some of the finest cavalry in Death, and if you want to bring the Bone-Tithe down upon your foe with the stampeding of hooves, this is your legion. Overall this sub-faction counters our low speed, but Kavalos Deathriders are fast anvils if anything, so make sure to bring along Morghast Harbingers or Necropolis Stalkers along as well.

Ability - Equumortoi: Units can run and charge in the same turn.

Command Ability - Rally Back: Mounted units can retreat and then charge in the same turn. Unstoppable Charge and Deathrider Wedge for days, which we can give to all of our respective mounted units in the same turn.

Command Trait - Twisted Challenge: General can get a +1 to hit against a hero in 3", which a -1 against all other units. Considering the legion artefact, this could put your general in a great position to assassinate other heroes, since they've likely been softened up with Mortal Wounds.

Artefact of Power - Nadir-bound Mount: Roll D3 additional dice when using Unstoppable Charge. We need more Mortal Wounds, more Mortal Wounds is good.
I've seen people defend the Ivory Host as viable, but even if they didn't get a -1 to armor saves when they got their +1 to hit rolls, and waste their command ability doing just that, their generals only get extra attacks. It's a waste, and we're in the realm of beasts this season too! But, if you love the idea of a simmering animal under a refined exterior, it is possible to make them work, but much harder to accomplish than with the other legions.

Ability - Simmering Rage: At the start of combat, each friendly legion unit within 6" of a wounded legion model, during that phase they get +1 to hit rolls and -1 to armor saves. As we already have a few good ways to get +1 to hit in our list, the legion almost never sees play. Though I admit that the idea behind it is neat.

Command Ability - Temper Fury: Negates the armor save penalty from above. Underwhelming.

Command Trait - Scrimshawed Savage: During each of your hero phases, roll a die, on a 5+ add one attack to profile of all this general's melee weapons. Again, the idea is cool, but it's unreliable.

Artefact of Power - Beastbone Blade: One weapon gets +1 attack. More attacks good? Sure, but not with a crappy sub-faction ability.
Arkhan's legion does two things, stops magic and gives your general a lightsaber (it ignores saves). If your local meta is magic heavy, you can't go wrong taking this legion, but if it isn't all you really get is a good Artefact.

Ability - Eldritch Nulls: 5+ ignore spells. Nice.

Command Ability - Holdfast: Improve the above to 2+. Very nice.

Command Trait - Unsettling and Sinister: Your enemies get -1 to hit and bravery your general in melee, because they're an eldritch abomination.

Artefact of Power - Baleful Blade: Wounds with weapon cannot be negated. Surprisingly, the magic legion wants you to run a Liege-Kavalos as general if you don't have Arkhan calling the shots.
OBR generally has a hard time dishing out Mortal Wounds, except here. The idea is that you set up a melee meatgrinder with lots of infantry and as they die and explode, your support units and heroes bring them back until the enemy is mincemeat. The playstyle is a little dry, but if you love exploding skeletons, you know what to do!

Ability - Immolation: When a legion model is slain, roll to see if you inflict a Mortal Wound to a unit within 3". That'll teach 'em.

Command Ability - Levellers of Cities: A unit gets to ignore cover saves. Incredibly situational, but if you like playing sieges you'll get some use out of it.

Command Trait - Wrathful Avenger: +2 to Immolation dice roll and D3 Mortal Wounds when your general dies. Could be fun, but I don't like the idea of offing my general personally.

Artefact of Power - Searing Blade: Add one to the damage of one melee weapon. This is decent.

Units

Battleline

The foundation of the Ossiarch Bonereapers is its Mortek Guard, and you'll be relying on them to maintain dominant positions on the battlefield, so carefully consider where you'll be sending them. In lower point games, they are your greatest asset and weakness, as a canny enemy can bait you into over-committing.

Kavalos Deathriders - ✪✪✪✪✩

Other

Immortis Guard - ✪✩✩✩✩

Necropolis Stalkers - ✪✪✪✩✩

Morghast Archai - ✪✪✩✩✩

Morghast Harbingers - ✪✪✪✩✩

Mortek Crawler - ✪✪✪✩✩

Gothizzar Harvester - ✪✪✪✩✩

Heroes

Katakros - ✪✪✪✪✪

Nagash - ✪✪✩✩✩

Arkhan the Black - ✪✪✪✪✩

Arch-Kavalos Zandtos - ✪✪✪✪✩

Liege-Kavalos - ✪✪✪✪✪

Mortisan Boneshaper - ✪✪✪✪✩

Mortisan Soulreaper - ✪✩✩✩✩

Mortisan Soulmason - ✪✪✪✪✩

Vokmortian - ✪✪✩✩✩

Mir Kainan - ✪✪✪✪✩

Endless Spells

Nightmare Predator - ✪✪✪✩✩

Soulstealer Carrion - ✪✪✩✩✩

Bone-Tithe Shrieker - ✪✪✩✩✩
 
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while we're waiting for the new book, it's frustrating but important to point out that the leaked balance update for the new matched play season seems to remove the previous update's option to run stalkers & immortis guard as battleline.
I wasn't aware of that... Lame...
 
New book's out, it's exciting, it's probably good, even. Grave Tacticus - you looking to revise & update this thread and/or start over from scratch? Or are you abandoning it & leaving the project open to others?

I'm happy to contribute, but can't take take ownership of the project with two outstanding homebrew projects currently languishing.
 
New book's out, it's exciting, it's probably good, even. Grave Tacticus - you looking to revise & update this thread and/or start over from scratch? Or are you abandoning it & leaving the project open to others?

I'm happy to contribute, but can't take take ownership of the project with two outstanding homebrew projects currently languishing.
I picked up the book last Saturday and have been keeping an eye on the Reddit and TGA discussions. The handbook should start seeing some movement in the next couple of weeks as I begin to compile my notes.

Your insights are always welcome.

Oh god, yes please Grave Tacticus give the people what they want! 😍
Since you asked so sincerely, I suppose I have no choice but to do so!
 
I haven't been able to play due to family stuff, but i have been binging video reviews & summaries. Heywoah had a good one on twitch but i think the vod's gone. vince nivturella has a decent one on youtube.

initial hot takes w/ zero table experience to back them up:

fantastic, near must-take, 5/5 stars
  • katakros
  • arkhan
  • bone-tithe shrieker
the only thing stopping arkhan or katakros from being must take is the existance of each other. you can take both, but that doesn't leave many points left for your army. On a less positive note, I would not be at all surprised if the points cost for these went up - especially for the shrieker.

good, 4/5 stars
  • liege kav - durable trait/item platform with a great hero phase ca buff and a few mortals on the charge
  • soulmason - fantastic if ur running little stuff
  • vokmortian - a cheaper soulmason for when you aren't running little stuff. with immortis nearby he can even last long enough in combat to threaten his cute instant death spell.
  • boneshaper - low price, solid healing, good artefact
  • soulstealer carrion - near must take in petrifex type lists, very good otherwise.
  • harvester, but only if you're running reinforced mortek guard
  • mortek guard - reinforced these things soak up buffs better than anything else
  • immortis guard - tough as heck, hard hitting, battleline-if, take buffs ok. take 3 to protect a mortisan & score the battle tactic, or ditch mortek guard altogether and make 2x6 immortis your core battle line in a petrifex list
ok, 3/5 stars
  • deathriders - they're fast and sometimes you need that, deal a few mortals on the charge (great w the retreat & charge ca), though they don't soak buffs as well as morteks by default due to lower model count, they are a fair bit tankier without buffs due to extra wounds. haveing the only halfway decent battle tactic apart from the immortis onevmay push these up into 4 star territory. call 'em 3.5/5
  • ossifector - but only with the gothizzar cartouche. 120 is fair to pay for the +1 wound aura plus a lore spell. its actual abilities are kinda bad, so you're either running it for the artefact or you're proxying it as the second boneshaper we all know it was originally meant to be.
  • stalkers: reasonably blendy, pretty fast by obr standards, but a bit fragile for their points. surprisingly enough will often be outshown by immortis guard. petrifex style big stuff lists want a couple of these for sure, others could take or leave them. stalkers used to just be better than immortis, but that's not the case in the new book, so the 20 point surcharge hurts.
  • zandtos - a solid +1 to wound aura ca on the charge for Praetorians, though the duration needs errata. he's not bad, but not worth more than a generic liege, which is currently 20 points cheaper. easily jumps to 4 stars in Praetorian armies as soon as he sheds those 20 points.
  • crawler - very low damage output for 200 points almost but imo not quite saved by a 3+ chance to give an enemy unit strikes last for a single combat phase. as with most of the 3* units, come back to me if it drops 20 points.
  • nightmare predator: a solid & efficient source of mortal wounss kept out of the higher tiers by the extreme comoetition from other faction endless spells. if you're running three wizards and both other endless spells and still have 40 points spare somehow, then by all means rake it. unlike other 3 star options, its points don't need to come down. if anything the other endless spells might need to go up.
meh - 2/5 stars.
  • nagash. love the new warscroll, and you could maybe do something with him in soulblight or nighthaunt - armies with units points efficient enough to kinda sorta make up for the fact that he's over 100 points overpriced. imo obr don't have that kind of slack, not at 2,000 points.
  • morghasts. again, the new scrolls are pretty neat. blocking ca's is strong, i understand the devs being cautious with the points cost on that. but unless you're playing the mirror match these guys are imo more than 20 points overpriced. just run immortis/stalkers for now.
  • soulreaper - saved from being a 1/5 unit by our fantastic spell lore & endless spells. if you want to field him for the cool model you're not exactly shooting yourself in the foot, but any of our other small casters is a much better choice. needs a rethink.

can't rate em tier:
  • nexus - as faction terrain its free so you have no reason not to take it, can't really rate that against other uses of the points. if you play the army, get one & paint it.
  • Mir Kainan - his sig spell is likely facing errata, & whether he ends up being worth anything like his 250 point cost will depend entirely on what that errata looks like.
 
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a word on NPEs - Negative Play Experiences.

while I feel new OBR are a balanced faction held in check by a combination of high points costs and notable achilles heels (sniping out combo pieces, anything that prevents the use or increases to cost of command abilities), the faction does have a number of powerful silver bullet abilies that soft or even hard counter particular game play strategies that can make for particularly unpleasant games for some opponents, especially less skilled new players. while in a tournament the gloves will be off, in a casual context you may want to refrain from using some of these options, or at least warn your opponent before doing so.
  • null myriad subfaction. does literally nothing most of the time, hard counters offensive magic strategies in the relatively rare instance of encountering them. neither makes for a great gameplay experience.
  • harvester-backed reinforced morteks vs. pure melee. "shoot the big ones" is an effective counter to harvesters, but for a pure melee opponent that needs to chop through our regiments the honest way, these units together can be deeply frustrating. consider leaving the harvesters at home when playing against an inexperienced khorne or ironjaws or std player.
  • diversionary tactics / punishment of lethargy. Literally nothing in the game is as heartbreaking as failing a critical charge. these are strong abilities, but they won't make you any friends, and against a new player they can be downright cruel. fighting obr in melee is already an uphill battle, don't do this to little timmy's ironjaws.
  • aura of sterility vs shooting - the most dangerous ranged attacks are mortal procs that this does nothing for, and it's honestly not as painful as most of this list. but a player who has given up on throwing themselves against the brick wall of fighting obr in melee only to find such an effective debuff ready to take the wind out of their shooting as well could easily start to wonder what options they even have.
  • petrifex vs. ogors, or other primarily damage 2 opponents. cutting your opponents offensive impact in half, for free, before the game even starts, is devastating. I've run cruciators in nighthaunt enough to see this in action.
 
Now that Petrifex Elite actually has thematic build options and one of our Mortisan led subfactions, I've warmed to it quite a bit. Therefore:

750 points:

A.
Boneshaper
Immortis Guard (Reenforced)
Necropolis Stalkers

B.
Boneshaper
Immortis Guard
Necropolis Stalkers
Kavalos Deathriders
Soulstealer Carrion

Thoughts?
 
Thoughts?
I think B will run better, but A feels more petrifexy. I'd prefer to run A myself, petrifex feels like it needs the soulstealer, but you're just not going to have everything you need at 750, and frankly AoS kind of isn't a real game below 2k points, so why worry about it?

So yeah, less good maybe, but I'd run list A, only I'd split the Immortis into 2 units rather than reinforce them at those points. more mivable units on tge table, half the immortis can protect your mortisan while the other half dig into melee without the weakness of a nearby mortisan providing a gap in their armor, etc.

That's a big deal for petrifex especially. the damage of attacks directed at your mortisans are not reduced, and the bodyguard rule is bot optional, nearby immortis are forced to soak up that damage on 2+.

It's a shame we didn't get a more meaningful model line expansion, because Petrifex would absolutely kill for some sort of hekatos hero, even if they still had to run a mortisan general for battleline.

some first draft lists:

petrifex 2k
cohort
  • Arkhan
  • shaper (general, diversionary tactics, key, empower nadirite)
  • liege kavalos
  • 6 immortis
  • 6 immortis
  • 3 stalkers
  • 3 stalkers
endless spells
  • bone tithe shrieker
  • soulstealer carrion
faction terrain
  • bone tithe nexus
thoughts: probably not enough units, prob better w/ katakros instead of arkhan, but i didn't want to run off legion units. cute though, would look cool on the table. in practice, points on everythinv is so tight that even petrifex are probably better off with a mis of biggs & littles instead of all one or the other.


Crematorian 2k
cohort
  • Katakros
  • liege (general, mighty atcheosean, lode of saturation
  • boneshaper (empower nadirite)
  • 20 morteks
  • 20 morteks
  • 5 deathriders
  • harvester
  • harvester
endless spells
  • bone tithe shrieker
faction terrain
  • bone tithe nexus
2 blocks of exploding morteks eached backed by their own harvester to grind out the attrition game, katakros + shaper for additional heals & support, a distraction carnifex liege to throw out an attack buff & gum up enemy units with an unrendable 2+/4++, some deathriders to harass a flank.


Null Myriad fluff list
cohort
  • Arkhan
  • shaper (general, dark acolyte, empower nadirite)
  • ossifector (cartouche, drain vitality)
  • 20 morteks
  • 6 immortis
  • 5 deathriders
  • 3 stalkers
  • harvester
endless spells
  • bone tithe shrieker
  • nightmare predator
faction terrain
  • bone tithe nexus
I want to trade the ossifector for a mason, or else trade the stalkers for morghasts, but the points jusf bary aren't there for either. lack of liege also hurts - endless duty is just such a big deal if you're running any morteks at all, but null myriad needs mortisans to spread the subfaction aura, even if its usually useless

these are just sketches. points really are very tight and hard to fiddle due to so many options sitting in more or less the same place. if you've got 100 points left there's really nothing you can do with that. Armies feel extremely small if you run Arkhan or Katakros, but both are so good, and so cheap relative to everything that they do, that not running either feels like losing rather than gaining efficiency.

still, no big hero might still be a better way to go:


Mortis Praetoreans no uniques
cohort
  • Liege (general, diversionary tactics)
  • Mason
  • Shaper (key, empower nadirite)
  • 20 morteks
  • 5 deathriders
  • 5 deathriders
  • 3 immortis
  • 3 immortis
  • harvester
  • crawler
endless spells
  • bone tithe shrieker
  • soulstealer carrion
faction terrain
  • bone tithe nexus
is that better? fits a crawler in to maybe force some strike last, or possibly claim the tactic if any enemy units happen to survive w/ just a couple wounds left?
 
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I don't have the new book but am curious. Can anyone who's read it explain how they fixed the whole command point thing where they didn't used to get any but they're so important to this edition?
 

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