DoN:
Wight Blades: I'm not against it either way, just to be clear.
I certainly think they should be magical (they're certainly not skilled enough to justify the rule so..), but the point I was making was that other Undead (
VC/
TK) players MAY view this as a bit of an unfair advantage, and it might be hard to justify the difference (even though I think all the lists SHOULD have wight Blades with magical attacks, but this is sadly not the case).
I'm on-board either way as far as this goes. It is minor issue balance-wise as far as I'm concerned, and that is where I tend to focus the most.
Nagashi: Complicates the rule a bit, but I certanily think this can be justified DoN.
Locus:
This is a bit confusing to relate to, as I don't really know what we're doing as far as "standardizing" the Lore of Nagash magical Lore etc at this stage.
If we're doing a 8.ed upgrade, to bring the list into "compliance" with the rest of the 8.ed armies, I find it a bit strange that we're getting 4 additional "easy to cast" rituals on top, that are supposedly not spells, on a fighter lord. I don't see how an "automaton" like a wight can have what it takes to perform rituals and so on in the first place, as I imagine you need some form of will, imagination, training to wield the winds of magic etc to get anything of the sort to work. I have a hard time justifying this from a fluff-standpoint to be honest. If possible, then anyone (magical ability or not) could feasibly do the same (not specifically the rituals of nagash mind you), and that doesn't fit the setting very well in my opinion. You'd have people turning up everywhere with abilities comparable to magic if it was just about learning rituals after all.
I'm not saying that a non-wizard could never be the general here, just have an issue with what is essentially just a much better wight King using "spells" and having what it takes to lead an army and so on, since Wights are not that independent minded to begin with. Still not impossible, but it is not a solution that I'm entirely comfortable with either.
To be honest, If we're going to have 3-4 Lord options, I think something like the following would perhaps fit the fluff and upgrades to 8.ed a bit better as far as the Lord themselves go (yes I know it is early, but it is still relevant now without going into too much deatil):
-Immortal: Liches/necromancers much like Arkhan (ref:
TK book), Immortals which have drunk from the origianal Elixir of Nagash (as Arkhan did), lvl 1-4 wizard, liche upgrade possible (something like increased toughness/wound, but gains flammable), maybe with a background "kit" option, to represent their various backgrounds, fields of expertise etc.. Most that ancient, tend to have something going for them after all..
-Disciple of Nagash: change fluff slightly, make him more like an "arch-lector of sigmar", but then give him the Rituals of Nagash (can even modify them to make them into something more powerful), living, bound spells, confers Hatred to living units in the army etc, comparable fighter to an arch-lector, etc. This will allow thie Rituals of Nagash to still have their place in 8.ed without compromising what looks to be the new standard as far as magic etc goes in 8.ed. He would also add a nice dimension to the living part of the army
-Zenith Lord: Wight King comparable with Krell (any Wight better than Krell is first of all unhead of, and it really slights Krell and all the official fluff regarding him in my opinion). More of a second Lord Choice option, but also someone that can lead smaller armies etc, with the support of a "Hierophant, a.k.a Locus"
I know that some of what I propose is a bit of a "hard sell", as people are not fond of changing things I have found, but If we're really going to bring the list into 8.ed proper, there will have to made some hard sacrifices here and there. This is pretty much unavoidable as I see it, and I'd rather address/browse the issues early for awareness reasons, and not wait until it is too late to do anything about it.
As per the Leadership Test required to take over the control of the army, I did the exact same thing for the Legacies project.

I'd be perhaps more careful with making the death of the general into a smaller issue here though, as we have the possibility of quite a lot of living troops. I'd consider having the old Undead rule where you could use the LD of characters in the unit instead, as that would at least give our enemies SOME satisfaction for being able to kill our potentially epic generals in the first place. They should be revarded for this, and if we loose a lot of our "
chaff, they at least get a little bit of a potential tactical advantage, as we could loose some of our "
chaff" so to speak. there is also the fact that if you go epic, it has to go both ways...
I think magic as is is quite dangerous in fact, especially considering we could loose not just our general (whom I imagine will cost quite a lot), but also a portion of our army if we loose. I think, at least as far as the general goes, that it could be a good idea to actually make the magic a little safer to be honest. Being able to cast spells with a little more impunity is also a way of establishing is a bit superior in the magic phase.
If you agree, you could take a look at the Necrarch Vampire for the Legacies project and do something similar.