Welcome to Librarium Online!
Let the Cheeder begin
Lords - 610
Count Mannfred, Skull Staff, Book of Asur
+6 to cast/Dispell Lore master Death And Vampire's
Heros - 590
Vampire Count, Armour of destiny, Forbiden Lore (shadow)
Vampire Count, The Cadaverous Cuirass, Talisman of Endurance, Forbiden Lore (light)
5+/5++ Immune to posion and Killing Blow
Wight King, Battle Standard, The Draken Hoff Banner
Core - 950
20 Skeletons Full Command Banner of Hell fire (put mannfred here)
Corpse Cart + Balefire
Corpse Cart + Balefire
put both carts close together for a -2 to cast for enemy with int 24"
Special - 496
39 Grave Guard, Musician, Standard Bearer, Banner of Eternal Flame (put BSB here)
use combo of CC's ASF or Time Warp + Okrims Mindrazor + forgot name (WS10 I10 ) spell
for 33 S9 WS10 I10 ASF KB attacks with re-rolls to hit
Rare - 350
with mannfredd gaining +6 to cast he can use his death spells to boost power dice to get off the combo onto the GG while doing large ammounts of damage and or using his vampire spells to raise / heal units. The light / shadow vamps while mainly used for buffing will use their IoN spells when there is no need to buff to keep units going.
the two corpse carts provide a cumlative -2 to all enemy casting with in 24" of them both or a -1 if only one of them is in range which is still good.
thoughts and comments welcome
**note for magic im running law of averages for my base theory on the power 7 dice from 2d6 + 1 average from channeling will give 8 dice to start which can be bumped up with Manny's death spells on +6 to cast.
wow almost a fortnight and no critique
either this list has matured into prime cheeder and needs no comment
or its melted like a cheep mild from the generic aisle and leaves you too ill to comment either way it should be fun to test out
only reason i poped manny into the list is my two friends whom i mainly game against want to use spec toons once in awhile at 3k+
on a side note its come to my attention and i had it confirmed with ym two mates and severaly GW staff (6 to be exact) that Inspiring pressence can indeed be used in conjunction with Okrims mind razor to grant S10 to units with in 12" of the general and as such the combo listed for the GG will be better used on the CG.
GG + Okrims + Speed of Light + CC/Time warp = 33 S10 WS/I10 ASF Attacks with Killing Blow, ok so 3+ to hit 2+ to wound - 6 to wound = dead
GC + Okrims + Speed of Light + CC/Time warp = 40 S10 WS/I10 ASF Attacks with Posion, 3+ to hit 2+ to wound - 6 to hit = Auto wound with -7 to the save
The re-roll to hit from I value being higher + ASF doesnt state Missed to hit so its betetr to try and get more 6's to hit which will basicly do more damage, and even if you only re-roll mised hits with 6's auto wounding and 3-5's cuasing wounds on a futher 2+(Vs almost everything) the odds of killing anything int here path is much better than giving the same combo to the GG.
The GG's 6 to wound granting KB means S doesnt matter for those rolls and at S4 its an average of 4+ to wound anything other than basic humans/Elves which are on 3+ anyway.
ok thought i would make a quick quote on why this list though decent, isnt incredible.
1.your assuming your opponent doesnt dispel any of your spells,
2.that they wont just target manfred and his 20 skellies on turn 1 with every ranged attack they have
3.that they wont just wait for manfred to try a big spell, scroll him and leave you with 2 power dice to cast 4 spells
4. trying to get a big spell off will likely cause irressistable force and a miscast, and a miscast is resolved after the effects of the spell, so that any dice you do manage to gain from a purple sun you could easily lose from a miscast strait afterwards, or worse still lose manfred
5. manfreds unit has no real protection, say your playing empire and a hellstorm battery kills 16 skellies( possible) then a cannonball hits manfred, what are you gunna do with no save?
im not trying to be majorly picky but those are just small holes in your strategy, what would you do if you hadnt had any spells off and got charged by a unit of 12 minotaurs with 2 hand weapons and a doombull say? thats 44 str 5 ws 4 attacks without inpact hits, stomp or attacks from the doombull, and you may have regen but your not unkillable, dont forget if you get hit by fire you lose regen for the whole phase, so if you lose 1 GG to a peasant bowmen then you wont get a save from a trebuchet shot.
just saying its a good list, but not an amazing list. reconsider your lord, maybe one with a ward save? and a larger unit of skellies? atleast 30 tbh.
Fantasy : Empire, Chaos Warriors, Chaos Daemons, Vampire Counts, Beastmen, High Elves, Lizardmen( but i have opinions on every army just not the money)
40k: Black Templars, Imperial Guard, Dark Eldar, Tau (thinking of Eldar)
Almost all of the points you made i have considered but this list will be used vs WoC and dwarves only in games at home as its those two opponents (my 2 best friends) who want a special char at 3k+ for other games in GW stores or at my GC i wont touch manny for those exact reasons but as im moving home all my books are packed up so i cant work out my main stay list although it would look similar in core/special / rare
lords and heros would be more like a VL with MotBA + FL (shadow/light) cheap armour + a ward save (maybe a combined item) an second lord with combat build up i can do this for around 600 points
heros would be a vampire on helstead with death for sun bombing costing 185 points i dont care if he blows him self up as a single purple sun can in theory destroy more that those points easily (take my flying sorcess with tome of furion for my dark elves she blew up 2 cannons a grudge thrower a rune smith and his king on shield bearers in one cast she did ofc have a brian fart and drop 2 levels and suck all my remaining PD's out of the game for that turn leaving hr at level 1 big Laugh happend when she forgot power of darkness) and maybe a necro or two base just IoN spammers maybe raise dead on one or both.
many thanks however for the help as your right even with a +6 to cast it still posible to fail to get a spell or two off as all he has to do is roll double 6 to IF dispell