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1xNecromancer+lvl2+staff of damnation=140p.
1xnecromancer+lvl2+book of arkhan= 125p. (he's the general,cause enemies are less to kill smthing that doesn't do much threat )
1x necromancer+lvl2+maybe rod fo flaming death= 150p.
5xDire wolves 50p.
7x ghouls 56 p.
15x skeletons 135p.
10x zombies 60p.
7x ghouls 56p.
6x black knights+full command+banner of barrows=223p.
Any sugestions? I have tried this army with my friends so:far so good, Magics especially gaze of nagash and curse of aging slow all of my opponents and then i raise skeletons and massacre them down...
Done by all of your suggestions,but still thinking about buing those ghouls... i need 7 and they come only in packets with 3 ... Any ideas? What is most close to a ghoul to convert?
Last edited by egzius; September 11th, 2007 at 14:28. Reason: changing army list
You cannot have doubles of magic gear. What I would recommend is that you take items with bound spells, like the staff of damnation and the book of arkhan, they are both really helpful. A big concern that I have is that you have no blocks of troops at the start of the game. If they have any dispel scrolls or get lucky on some rolls you might be screwed. I would drop the black coach, it is expensive in this small of a game and would allow you to take some infantry. Also, where are your necromancers? You don't seem to have any unit for them to be in, and being out in the open can be dangerous. All it would take is one round of shooting to ruin all your plans.
I changed a bit how does it look now?
Still not good.
I concur with what frozencore has told you before.
For a 1K list you have a lot of mages and a too big elite unit. In other words, expensive.Illegal, you cannot combine two arcane items.1xNecromancer+lvl2+black periapt+spell familiar= 130Drop the gem of blood. Give him a scroll instead. In addition, this chap shouldn't be in the frontline of your army.1xnecromancer+lvl2+book of arkhan+ gem of blood = 150 (he's the general)In this set-up the power familiar is not needed. Rod or Staff, both are good.1x necromancer+lvl2+staff of damnation(or maybe power familiar, or maybe rod fo flaming death ) = 140(150)
Why on earth do you need all that magic for in a 1k list? I would suggest dropping a necromancer. Even in my 1500 and 1750p I only run two necromancers. With three mages ones game becomes quite boring. Too boring too my liking, but that is just me of course.
Core:Great. For keeps.5xDire wolves 50p
5xDire wolves 50pBoth units are too small. Drop the spears, they are too expensive for what they do. Also, get both units a full command.10x skelies with spears = 90
11x skelies with spears = 99Are you storming the Bastille? When going that big, do it proper. Where is the banner of barrows? But anyway, drop it all together. 10 Black knights have no place in a 1K list.Special:
10x Black knight +full command+barding = 290p
Use 6 knights at max, no barding. Make them a flanking unit.
Try and sqeeze in some ghoul packs, they do wonders. Oh, and get a necrobunker for your necromancers - 10 zombies.
Last edited by lorddraahk; September 8th, 2007 at 22:45.
I'll think about the ghouls... (been thinking, not a bad unit for 8 p.)
Changed army but couldn't make more skeletons in... we'll at worst i can raise some more to go kill smth... And i want to ask so how my army should start all 3 necromancers inside zombies or smth...
Last edited by egzius; September 9th, 2007 at 08:21. Reason: changed army
Regarding the necrobunker.
Just stick your general and the necro carrying the staff in there. The one with the rod has to be in the front. Because otherwise you won't be able to make use of it effectively.
The bunker itself is placed just behind your infantry blocks, protecting your necromancers from most shooting and chargers.
Also, don't put your necromancers in the corners but in the spot just next to it. So you have zombie;necro;zombie;necro;zombie. This way your necromancers are also protected by flank chargers. In addition, you protect from themselves. One never knows when one rolls a serious miscast.
Oh, zombies are fine for the job. But yes, some prefer skellies.
I hope this helps you out a bit.
Now, back at your list.
Hmm, your skellies. Still too small to my liking.
Maybe, just drop a unit wolves.
Drop one ghoul though. Units of 7 are fine. The added value of one more is quite marginal. You'll still panick when taking 2 casualties.
So now you have 60 points yet to spend on skellies.
Well how about now? And any ideas about ghoul?
Well how about now? And any ideas about ghoul?
BTW thought about your ideas i'm thinking putting 2 non-important necromancers into the necrobunker ant setting them behind chief and the other to the last necrobunker... Cause i didn't thought about things like mortar and stuff... But then i get another prob... If my necro with the rod of flaming death should be in back how can he shoot enemy units? Waiting for suggestions (again... )
About mortars and stuff...
How many are out there? One doesn't need to be overprotective
One necrobunker is more than enough. Really, substitute the second bunker for a second unit of 7 ghouls. Tacticly these units are quite versatile (screening, protecting flanks,...). Keep in mind this is the only unit that may flee from combat. A lot of people tend to forget that playing against vampires. Hell, even I do sometimes
One other thing, whenever during the battle you find your bunker in a precarious stituation you can always opt to let your necro's leave it for a better hide-out like woods, or a another raised zombie unit.
About your question on ghouls. Maybe use marauders. Or if you theme your army, you can choose about everything. E.g. peasants,
Also, there some great 'Heresy' ghouls models out there. However, keep in mind that GW will never allow these models to be used in their tournaments.
Ok dropped zombies added more ghouls... 1 last thing how my necromancers should start where should they be? all in 1 zombie (that looks weird even by me ) or should 1 or few be in the out?