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Not sure if this army's ok or not. I'm 40 points over and could use some help. Any advice welcome
Crown of the Damned 425
Lord of the dead - 145
Book of Arkhan
Balefire - 220
Hunter in the Dark
Avatar of Death
Sceptre De Noirot - 170
Command - 100
Balefire - 100
Grave Guard x20
Command - 290
Vamp Lord with the GG, Caster lord with the skeletons and the scout lord goes warmachine hunting, then starts to raise D3 + 9 Zombies. Or would that be better on the caster Vamp?? Then The Varghulf's on each flank as a hammer and the GG in the middle with the CC behind and zombies either side
As a vc player for a long time, i give this basic advice, never field zombies in your opening army unless you play BOC, Skaven, Empire. Other than these 3 armies that fear is a problem, people will laugh and slaughter 20 zombies in 1 turn. Instead make some ghoul//skeleton squads.
Remeber you can "Raise dead" ur zombies up with ease, so no need to field. Also saving points by making 1 skeleton or ghoul sqaud of 20, will save you XX pts you can spend else where.
Lower your grave guard to about 15-17 guys. You get rank bonus with 15 guys, 20 is begining to get overkill because you can bring back 1d6 per ION on a GG squad. "
also, how in the heck to skellton comman come out to 100pts, i mean what like 12 for commander, flag and muscian, and tops a 25pt banner, how in the heck you get it to 100, when u figure that out you will drop pts. Dropping musicans from undead save points, since they really do not help us as much as other armies, so that will save you pts from squad to sqaud.
Also giving banners to sqauds means 100 pts to enemy if capture, so make ur squads with flag big or dont give them at all. 10 skeles will be eays to run over so either pump them up or raise them fast.
Good Luck and have fun!
8th Ed WOOT
the only purpose zombies have is to hold up a key enemy unit long enough for you to either deal with any other threats, or else bring a hammer unit to bear against your opponent's unit... any other use, we have far better candidates;
- war machine hunters: scouting vampire or fell bats or vargulf
- missile troop counter: fell bats or vargulf
- march blocking: dire wolves or wraiths or fell bats
- redirecting chargers: dire wolves
Firstly, aside from the rules that 626 pointed out, I want to tell you that you list isn't all that bad. It is what I would consider to be "very friendly" though, as it's not nearly as overbearingly powerful as it could be. But I'll steer clear of that, unless this is for a tournament or something.
Skeletons vs. Zombies: skeletons are your typical "stand and fight" regiments. They make a decent anvil in combat because you can put them behind their shields and get a decent armor save. Zombies tend to get kicked around a lot in combat, and will only hold long against a regiment if they are bulked up first, and then concentrated on in the magic phase. Worse yet, when you flank charge into a unit fighting against your zombies, you'll probably still lose, thanks to the free kills that the zombies are just giving away.
--The Fix? Currently you have 4 core choices when you only need 3. Drop a regiment of zombies to give yourself a regiment of 10 skeletons. Now drop another regiment of zombies to give you 10 more skeletons. Use these skeletons to boost the other Skeleton regiments to 15. Drop the musicians from your skeletons, as you won't need them. Drop the champion as well, unless you are keeping your characters in the units.
Necromancer w/ Black Periapt: these guys only generate 1 die for themselves. The periapt is for saving dice, and you'll rarely find a die left on your necromancer. I'd keep him with the book, and give the periapt to the vampire above him.
To save points, I'd run your GG in a regiment of 18. That puts them at 6 wide and 3 deep. Just remember that you'll need to keep an eye on that regiment during every magic phase. Being smaller isn't as bad for these guys, since they can actually score some points on their own, but they will deteriorate much faster. You need to make sure to rez any casualties that you might take.
I would also suggest losing the GWs on these guys. They are usually hitting last, GWs or not, but the difference between a 3+ save in combat, and a 5+ save, is huge. You want to be alive to hit back. If you had more defense on these guys, like the Helm of Command to make them harder to hit, and the D.Hof banner to keep them around longer, it would be worth it. But without protection, Sword-and-Board is the way to go.