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Necromancer lvl 1 - Cloak of mist and shadows
Necromancer lvl 1 - book of Arkahn spell fimilar
16 skeletons full command spears
16 zombies full command
If you're using warband rules, then you've got too many points invested in your characters. If that's the case, keep both necros, just drop their magic items.
Dump the zombies for some dire wolves or ghouls. I'd avoid fell bats at this point. This will give you the ability to flank attack. With two necros, you shold be able to summon up a nother decent sized unit of zombies to help out.
nah this isnt warbands Im jsut starting out so im gonig to slowly build from 500 to 1k to 1.5k to 2k
Do not EVER EVER EVER get the skels spears. they suck with them, period. Armour save is so much more important IMO. chop up the zombies and get some dire wolves and ghouls, for protecting your flanks etc. make one necro lvl 2. or both of them if you want to, as magic is very powerful in such small games. cloak of mists and shadows shouldn't REALLY be needed in such a small game, unless your enemy is going ultra shooty, which is pretty stupid in a small game. instead, get black periapt or something.
Well i already build them with spears so they will use spears.
I made my first unit with spears just because I didn't know about WYSIWYG. I had enough that I just happened to make some with hand weapons, so now I put those handweapon ones up front and let my opponent know what's going on.
Sometimes I do play with spears if I think the extra attacks are worthwhile.
How strict is the WYSIWYG rule in tournys for WHFB? Can I have the ones being raised have spears yet still be hand weapons. I want to be able to make extra fromt eh box and that means the left over bitz. So the unit ti self will have spears onr hand weapons the other will have the other one.
If I have a unit mixed with 50% spears and 50% hand weapons would they be considered hand weapons?
As long as the weapon the unit is armed with is the most (at least 50%) then they're fine to have mixed weaponary.
THE. i agree about the spear versus armor.
i'd rather have them hold out in combat for a bit longer to be able to flank the unit they are holding up.
spears on a unit of WS2 figures isn't going to do much against anything really.
1.a unit of 20 skeletons with 4+ armor save
2.hold a unit so that some dire wolves or mounted wights can flank charge them
3.rid them of their rank bonuses
4.a lil Invocation to helpout numer them
5.watch them get run down.
I disagree with everyone about how useful spears can be, but in a specific way.
People say that extra attacks at WS 2 are useless. Well, they're pretty much just as good as WS 3. They will hit on 4s against almost all rank and file opponents. Not until a foe has WS 5 will they need 5s. WS 3 will not hit on 5s until their foe has WS 7, but that's never the case with rank and file, only against characters.
So wielding spears is pretty much just as good.
What stinks about WS 2 is not that you don't hit people (like I said, you usually need 4s regardless), it's that you're hit so easily. We're almost always hit on 3s, and that's where the armor comes in.
With a mediocre toughness of 3, we're likely to be wounded, at least 50% likely if not more. So that 4+ armor save matters a lot.
The reason that I take spears sometimes is that so many of my opponents are attacking at Strength 4, so my armor save is suddenly at 5+, or worse. I often find myself with only a champion striking back. If I can pick up a couple of more wounds from the second rank towards combat res, then I'm that much better off. On the other hand, if I take that many more wounds with a weaker armor save, then it's that much worse for me.
So really, I think it's a flip. Modified armor saves aren't that great. Extra wounds for or againt. Id like to see someone (not me, cause I ain't that mathematical) give stats on spears vs. light armor for combat res against a variety of common troops.