Welcome to Librarium Online!
Since the update I've been focussing on my Beastmen more whilst playing Fantasy, but I have to say that I've been meaning to try out a few builds. I've milled around with a few ideas, but the first one I thought I'd try out would be based around Regeneration and Mortis Engines.
Vampire Lord - Lore of the Vampires, Heavy Armour, Shield, Dragonhelm, Seed of Rebirth, Ogre Blade, Red Fury, Quickblood, Beguile - 384
Necromancer - Level 2, Lore of Death - 100
Necromancer - Level 2, Lore of the Vampires - 100
Necromancer - Channelling Staff, Lore of the Vampires - 80
39 Ghouls - Ghast - 400
20 Zombies - Banner - 65
20 Zombies - Banner - 65
10 Skeletons - Banner - 60
4 Crypt Horrors
4 Crypt Horrors
Total - 1998
The idea is to flank the Ghouls with the Vampire in with both Mortis Engines, thus trying to give them a 5+ regen at all times, and the Vampire a 4+, the Crypt Horrors will flank, hopefully picking up a 4+ Regen. Skellies will bunker Necromancers, whilst Zombies will be placed in tandem with dangerous enemy units to stall them after a Invocation or two. So, is it a good idea, have you tried it before, and what do you think?
Last edited by Non Marine Player; March 31st, 2012 at 17:38.
I like this idea, I have thought of trying it out, but I feel that it lacks good combat units. Crypt horrors are very survivable but they dont do enough damage I fear. You could end up stalling their whole army up enough to carve through it all with your vampire lord but it would probably take a while.
You have real potential here though, think of a unit of graveguard, black knights or even vargheists with a 5+ regen save.
The reason why I am not a fan of this particular list is because you have two very well protective units (Engines) but dont have a unit worthy of protecting. You are saying you want to flank, but you cant "flank" with 75% of your army and expect your opponent to just sit there. When you deploy he'll just make a new frontline and have your engines facing large 30-40man CC units - something you dont want. A 4 man Varg unit can "flank", a Vargheist can, 2 units of 5 dire wolves can flank, 1 engine can flank, but when you have essentially 1200-1500 points of units flanking ... I think you need a better plan.
To give a good example of when more than one mortis engine is typicaly taken - you want to protect a tooled up grave guard unit of 30, with a king-BSB and an expensive banner. The opponent will obviously try to face the grave guard unit, which allows your engine to hit the side. The goal is not to attract too much attention with the unit coming in from the side otherwise a smart player will immediately dispatch something to soil your plan. Alternatively, an engine can be tagging along a large unit of 10 blood knights. This way they will not only protect an expensive unit but will also be a good rank killer although with blood knights you dont really need any additional support. A terrorgheist with a lord on it is also a good unit to protect, especialy with its already build it regen. In this list however, most of the points are invested into cores that wont be staying alive long enough to get that regen save. In addition 3/4 core units are too weak to hold off a frontal attack. You are going to be losing units faster than Necros can raise them, and the idea is to have 2 or 3 out of 4 units starting at FULL strength so you will be tasked with raising in only one, or two units so your necros dont get overwhelmed.
Lastly, you dont really have a bunker. The necros will get overwhelmed with invokating 3 units at once and you will likely be losing more units than you will be raising. Normally you would want to have 2/3 units starting at full strength, this way the necros can bring the 3rd unit to full strength during the first magic phase.
Last edited by WraithGuardian; April 1st, 2012 at 06:14.
When I say flank, I mean direct flanking (right next to), as in having a more solid battleline with Ghouls accompanied by Engines and Zombies, then using Crypt Horrors to make the roll of the actual flankers. My plan is solid, around the theme of getting regen to most of my army, it's just not the best worded plan. Also, the Skellies are essentially the Necro bunker, staying behind the Ghouls and Engines and Invocation-ing the Zombies to make them into proper tarpits. The reason for having the skellies is not only for that but because of Blood and Glory, as this unit will be particularly hard to bag when behind a horde of Ghouls with 5+ regen. I'll admit that this list is here for me to try things out, as I said I haven't had many games with the new VC book, but a unit of GW Grave guard will give me something a bit more potent than just relying on my Vamp and Ghouls to smack things.