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I've made quite a funny list that I might share. The list is inspired by Necrarch and their "ancestors" W'Soran. Here it comes:
Magic Level 3 ( 4 )
Master of the Black Arts
Lord of the Dead
The Carstein Ring
Summon Creatures of the Night
Avatar of Death (Great Weapon)
Armour of Night
Talisman of the Lycni
Master of the Black Arts
Sceptre de Noirot
The Gem of Blood
Black Axe of Krell
Skeletal Steed with Barding
Skeleton Warriors x15
Banner of the Endless Nightmare
Dire Wolves x5
Dire Wolves x5
Crypt Ghouls x10
Skeleton Warriors x10
Barded Black Knights x6
Banner of the Barrows
Cairn Wraiths x5
Fell Bats x3
Army Total: 2249 ptsThat's the list I will soon add some tactical notes...
Yeah, here it comes!
The Vampire Lord will join the 15 Skellies. To begin with, he will stand there and summon these ALOT, still some dice hopefully goes to the Coach that will stand right to the unit.
To the very right of the Lord's Unit, next right of the Coach, will the Crypt Ghouls stand. They will be joined by the Zombie Master Vamp (The one wearing the Sceptre) who will give dice to the Coach, and focus in summoning Zombie Hordes to the Undeath. These units of Zombies will be used to secure flanks, screen enemies and so forth...
To the left of the Lord's Unit will the other Skellies stand. These will be animated after a while, when the Lord Unit is big enough to survive charges from Dragon Princes They will be the "safe unit" for the Lord to arrive when he (hopefully) comes back from death with help from the Carstein Ring.
To the very left of the battleground will the beasts stand. Dire Wolves, Fell Bats and the Beast Master Vamp (With the Talisman of the Lycni) will move at a very high speed to take out War Machines and Wizards outside regiments (if any are available). The Vamp will try to summon the little he can do
Behind the Lord Unit stands both of the Corpse Carts. They are there to make my opponent's HE magic a bit less destructive for me. They will follow the units forwards.
And, at last, to the very right of the battleground will the Black Knights and the Cairn Wraiths stand. These can move without penalty through anything, and the Knights are joined by the Wight King to make some Character-killing go ahead.
I will of course be the attacker since he can shoot - I can't. I will move forwards and see what will happen. I hope to get the Winds of Undeath spell to my Lord It would be fluffy
Any comments and advices would be welcome and fairly considered!
Last edited by Nagash; June 23rd, 2009 at 20:56.
Hey, i like the list....i used to run a similar list, except i used a vamp instead of wight king...and i used GG instead of a black coach....
Now the important stuff....DROP THE CARSTEIN RING!.....its not worth the points....giving your lord the ring means you are expecting it to die....if your lord can die once, it can die again....(and if you roll a 1 youve wasted alot of points which could have allowed your lord to survuve)....drop the ring and give it Walach's Bloody Hauberk, or the flayed hauberk and the crown of the damned.....a much better combo that will prevent your lord from dying in the first place...i would drop the bats, and increase the other skeleton unit to 15....1 corpse cart is plenty...use the points saved by dropping one to increase the number of black knights...i would make the wight king your bsb, give him the banner of the barrows, and give your black knight unit the banner (i cant remember the name) that allows you to march without a vampire, that way you can utilize there ability to move through cover.....
Thats my 2 pennies worth
Good luck, and may the dice gods smile upon you and smite your foes.
Thanks alot for your reply I've played the list once, and it worked out pretty well
As you wrote, the Carstein Ring wasn't worth the points... And the banner should be good to the Knights The Wight King was made to kill some HE Character Arses, not boosting Knights, but thanks for the advice
The Bats was there to make my left side (filled with "Creature of the Night") survive until I could summon more of them...