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This list has already been proven to work against various tournament opponents, meeting variable trouble against lizardmen and occaisionally Khorne armies. Regardless, I still feel like something is either missing/out of place, and I would appreciate it if you could give me some feedback on it.
Necrach Lord Lv4
Nehekara's Noble Blood, Forbidden Lore, Master of the Black Arts, Unholy Cynosure
Nightmare, Dispel Scroll, Book of Arkhan
Nightmare, Staff of Damnation
7 Black Knights
1 Spirit Host
25 Grave Guard
The only thing I regret not doing in this list is incorporating a couple of fellbats to prey on enemy warmachines, as they can be bothersome at times (although not too much using protective zombie screenings as per IoN and my ethereal unit). This list is very flexible, being able to deal with hordes of skaven, charging bretonnians (thank god for being immune to psychology), and the occaisional bloodthirster.
Any critiscim and/or suggestions would be appreciated.
I just can't bring myself to put my general on a mount. I'd rather he take shelter in a zombie unit. But that's just me. I see knights get targeted a lot, but with the black coach drawing attention, maybe it's less of a concern.
I'd say drop the spirit host. One base will neither screen nor negate ranks when it flanks. A single swarm base can be nice to simply slow down an opposing unit, but you can summon zombies for that.
With the recaptured points you can have three fell bats and a musician for one of your zombie units.
It's pretty solid and incorporates core and special units well. Instead of using the usual dire wolf flankers, you've got really tough flankers with knights and the coach.
I've had trouble with lizardmen too. They have just immune to psychology abilities, along with cold blooded rolls, to hamper a lot of our undead perks. And the monsters can be tough. Both salamanders and kroxigors and maybe that big triceratops thing, which is about like trying to take out a steam tank. I've had good success against them using spirit hosts to screen against salamanders and tie up kroxigors. Also, I've had good luck powering up one of my flanks and hitting hard from one direction instead of a more symmetrical deployment.
Although my Lord hasnt gotten into much trouble being by himself (allowing my record to reach 9-0-2) I believe that your idea is better and therefore I will stick him in the large unit of Grave Guard. Depending on what army you are facing, however, keeping your spellcasters free of escort units works nicely (although 9/10 times I keep my necros in their zombie units).
Thanks a lot for the suggestion
Something to try: In my last battle against a purely combat oriented Blood Dragon army, I was able to kill off his vampire count in a single turn by using the Book of Arkhan to move my centralized unit of Grave Guard 8 inches foward with a bound VDM, after which I propelled the same squad a further 8 inches by casting Vanhel's Danse Macabre on the Grave Guard with my Lord. in the coming movement phase, I caught his Count and the escorting Black Knight unit flat footed, where my Grave Guard at S5 managed to decapitate the count and 2 of his knights. From that point on, my dominance of the magic phase turned the battlefield into speed bumps, as I used the IoN to keep a squad in place while I summoned more zombies to his front and rear, eventually grading down the rest of his army that survived crumbling to death.
I call this the Grave Guard Slingshot effect
I've double shot spirit hosts in one turn, but someone on here said that you can't use the book and the spell on the same unit. I've not read that, and I've been through all the FAQ, Q & A, and rules. Oh well...
you can use the general's march, book of arkhan AND cast vanhal's danse all in the same turn to move them 24" total.Originally Posted by DavidVC04
there is nothing anywhere that says you can't.
i simply love that they now move as fast as a vampire, lovely screening.
Yeah, the blood dragon player questioned me on that (if you are allowed to double shoot a unit), but since he didn't know too much about necromancy (pshh) it was allowed and the tournament moderators couldn't find any rules AGAINST it.
So yeah, there is no rule in the army book stating that you cant use all three of those in a combination. As far as im concerned, that is a legal move.
One quick question: It says under the spell hand of dust that you MAY (not have to) cast it on yourself (Even though the range is wizard?). Im pretty sure that you can only cast it on yourself, but the wording makes it unclear. The reason why I ask is that being able to cast hand of dust on, say a Bloodthirster while being swarmed by zombies in all directions, would be VERY useful in order to win combat in a relatively short amount of time.
I'd definatly agree with putting your Lord on foot instead of mounting him. I'd also take him down a level so that you can field your 4th character with your Knights. At 2000 points if your going to field Spirit Hosts then you need 3 bases of them. Put at least one musician in your rank and file units. If you don't then in the next game you play count the ammount of times that you fight an enemy unit without a musician option that you tie with and could have auto-broken. With your main character gone from your knights you can reduce their size which will make them more manuverable. I see a lot of special (cool) units in this army. You'll get a lot more bang for your buck by fielding 1-3 special units and the rest core. Skeletons have a lot of good melee survivability.