Lord Assassin Morghoul
- 1 Lord Assassin Morghoul
- 2 Analysis of Lord Assassin Morghoul
- 3 Other
Lord Assassin Morghoul
Skorne Paingiver Warlock
After long years of loyal but shadowy service to his master, Morghoul has stepped forward as a leader among the Skorne. The betrayal by his lord freed Morghoul's hands, and he has found the opportunity to further his private ambitions by taking the unprecedented step of seizing leadership of the entire paingiver caste in the Army of the Western Reaches.
Weapons and Attacks
Mercy - RNG 1 P+S 13
- Damage Type: Magical - This weapon can damage incorporeal models.
- Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
- Grievous Wounds - Models hit by this weapon lose tough and can't have damage removed for a round. Massive model are immune.
Fan of Shadows - RNG 0.5 P+S 8
- Damage Type: Magical - This weapon can damage incorporeal models.
- Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Apparition - This model may be placed 2" from its current location during the Control Phase.
- Steady - This model can't be knocked down.
- Elite Cadre: (Bloodrunners) - This model gives all Bloodrunners in the same army Parry. (Parry - This model cannot be targeted by free strikes.)
Enemy models in his control range and LoS are blinded for a round. (Blind - A model hit by this attack is Blind for one round. While blinded it suffers -4 MAT & DEF; can't make ranged or magic attacks; can't run, charge, slam, or trample; and must forfeit either movement or action when it activates. Blind can be shaken.)
- Flashing Blade - Cost 1, Range Self
- The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
- Flesh Hooks COST 2 RNG 10 POW 12. If it damages the target they can't charge, slam, or trample.
- Shadow Play - COST 2 RNG 6 Upkeep spell. Target friendly Faction model gains Incorporeal until end of turn, and again when upkept.
- Mortality - COST 3, RNG 10, DUR (RND), OFF (YES)
- Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed form it.Mortality lasts for one round.
Analysis of Lord Assassin Morghoul
Lord Assassin Morghoul in a nutshell
Morghoul2 is the Lord Assassin of the Skorne empire for a reason. He kills any but the most careful enemies - and after the Great Skorne Errata he's finally better at it than he has been at any time since Mk1. Mortality to help take down big targets, shadow play for positioning - and between Mortality and Blind, Morghoul doesn't have to be the finisher.
Common army selection
Morghoul works well with most people - his only friendly faction buff is Shadow Play and that needs to go on a single model (normally a warbeast in his battlegroup). With his three biggest things being the Blind debuff, the Mortality debuff, and his assassination, he works extremely well with minions.
- Aptimus Marketh - Mortality is one of the best possible spells for Marketh to cast. Marketh's a bargain for the Lord Assassin.
- Archidon - the improved version of the Archidon makes for a decent assassin-beast if you can deal with any free strikes (which Shadow Play normally can). And Sprint is a great power to give Morghoul.
- Titan Gladiator - Extra speed, good hitting power.
- Paingiver Bloodrunners & Paingiver Bloodrunner Master Tormentor - already good, he gives them a nice buff.
- Cyclops Shaman - Morghoul can't channel and the extra 2" of range on Mortality is wonderful. If you don't have the points you can always use the Farrow Bone Grinders but you normally get more with an extra animus and the anti-magic tech.
- Extoller Soulward lets you Mortality people with Stealth. Including casters.
- Molik Karn - some people wake up in a cold sweat at the thought of an Incorporeal, Rushed Molik Karn.
- Siege Animantarax - an incorporeal Siege Animantarax has a scary assassination threat, forcing the enemy to keep troops back to block all potential landing zones or to keep their caster completely out of LoS. And even if it isn't going for the assassination it's pretty good at mugging heavies, especially ones without reach weapons.
Lord Assassin Morghoul and Theme Forces
- Disciples of Agony can be used by the Lord Assassin who, as a debuff caster, is incredibly minion friendly. In Disciples of Agony the assassination run is generally finished off by a Primaled Enraged Archidon or an incorporeal primaled and enraged Road Hog, both exploiting Blind to lower the enemy's DEF and then having a 10" charge range to hit extremely hard at MAT 8.
- Winds of Death uses Morghoul and Marketh to hand out Mortality to break armour. It normally brings an Animantarax (sometimes even two) as its finisher; not that much survives an incorporeal animantarax, especially when their DEF has already been dropped. Or just shoot the enemy.
The other three theme forces are playable with the Lord Assassin; his feat, assassinations, and Mortality go with anything - but they aren't normally as notable.
The Lord Assassin's assassination
By himself, Lord Assassin Morghoul has an assassination threat range of 13", most of that linear and it can be blocked by intervening models. If he gets that assassination off, it is almost invariably in the endgame. However the level of paranoia you should feel when he is on the table is massively greater than that; the Lord Assassin generally doesn't do the assassinating himself because he has much much longer threat ranges than that.
A textbook Lord Assassin Morghoul starts off with him moving 9" (including Apparition); if the enemy are unlucky he'll charge 12". Then he feats. If the enemy caster is within 12" (for a total of 21" or 24") they've just had their DEF flattened. Follow it up with Mortality (boost to hit) and most enemies are ready to be finished off. And if you have a Cyclops Shaman Mortality has the same range as the feat.
So how to finish off the target? Having lost six points of DEF and two of ARM they should be ripe for the picking. You can either do it at range or in melee. In melee, it's normally an Incorporeal Archidon from 11" away (13 if you brought a Titan Gladiator), flying over the enemy and ignoring free strikes or even an incorporeal Animantarax from 13" away. At range, it's a Mammoth from 18" away or a Titan Cannoneer or two from 20" away, supported by a Cyclops Shaman or Cyclops Raider from 20" - and possibly some Venators.
Drawbacks and Downsides
- If he fails to assassinate, he gets squashed
- Shadow Play only works on your turn and only on a single target (although you can Spell Cycle it). This means that it is purely a piece for positioning your models.
- Eyeless Sight grants immunity to Blind. Legion beasts all have eyeless sight, and no one runs fewer infantry than Legion. Their whole faction is typically immune to Morghoul2's feat and fan.
- He gives parry to the Bloodrunners, but doesn't actually have it himself
Tricks and Tips
- Blackout on the enemy's army makes the infantry useless for a turn and means that everything's going to hit opposing jacks and beasts.
- Blackout on the enemy caster moves him up to MAT 12 for his assassination run.
- Ornery from a Titan Sentry or Counterblast from a Mammoth allow him to blind an attacker after its first attack.
- Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is not as good as his Perfect Balance was in Mk2, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects.
- Don't forget, Apparition works even if you're stationary, or knocked down.
- You can spell cycle the incorporeality for two incorporeal models in a turn.
- Without arc nodes, Mortality still has a decent range but won't always be safe to cast.
- Morghoul is fairly hard to kill, but don't play too far forward. Just remember he can be assassinated.
Changes from Mk2 and Errata
Morghoul2 was the worst warlock in Mk2 until he had a theme force that denied enemy Advance Deployment and gave his Master Tormentor solos an excellent Shadow Whip. Of course he had a terrible feat rather than the Blackout he'd had in Mk1.
Morghoul was significantly improved by the Great Skorne Errata, most notably with an extra point of Fury and the Mortality spell.
The name Morghoul is speculated to mean "Bird Demon". It could be a combination of the words Morgh, meaning bird or chicken in Iranian, and the Ghoul/ Gallu/ Goule, meaning a mean evil spirit or demon who'd drag unfortunate victims off to the underworld. Whether or not this is how Privateer Press named him, his birdlike aesthetics makes this interpretation very fitting.
Theme Forces this is a member of
Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)
- Imperial Warhost - (Article) (Category)
- Masters of War - (Article) (Category)
- The Exalted - (Article) (Category)
- Winds of Death - (Article) (Category)