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I play tested my army against a skaven player and have made some revisions to the list.
I found that with armies that have alot of shooting and decent magic that I wasn't getting as many skeletons as I would have liked. So the changes are as fallows.
Blade of might
Sword of Kings
Book of Arkhan
6 Dire wolves
6 Dire wolves
29 Grave Guard
Banner of barrows
8 Fell bats
Your opinions are always valued.
Thanks for the support.
why 8 fell bats? 5 is what iÂ´d consider max, ever(oki maybe more in a 5000pts game).
chop down the skellies to 25(both units)
24 grave guard should be enough giving you 170pts or so to play with of which i suggest getting som Black knights(you really could use the hitting power).
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.
I kind of like the list. The grave guard will have real lasting power and keep their rank bonus for a good while. You can focus your IoNs on summoning new units many more turns since you won't have to concentrate on building up or replenishing the skeleton units. The fell bats will get a flank or rear bonus and sixteen wounds flying around at 20 inches is a lot to deal with, especially when it causes fear and is unbreakable.
I'd only change it if I really wanted a rare unit. If you play skaven regularly, banshees are great against their low leadership; then again, ethereal units are easy prey for skaven with all that garbfargled warpstone missile fire.
I think that 25 is enough for a skellie unit. You can always raise more.
If you are planning to put the Countess in the GG unit. DON'T I cannot stress this enough. If you get caught in a bad combat (combat res) you can't win, there goes your unit + countess. You Can't make more GG and with a countess the unti is a big fat juicy target for shooting. If its the Wight Lord in the unit, thats OK just be careful.
Make it 2 units of 4 Fell Bats, More mobility.
Other than that a good list
When life gives you lemons, shut up and eat your damn lemons.
The countess is going with a skeleton unit and my wight lord goes in the grave guard so he can benifit from their standard and to give them a little more striking power.
And as for the extra pts from droping the 10 skeletons. what would you use them for?
That would be 100 pts.
Thank you all for your opinions.
The early bird may get the worm but the second mouse gets the cheese.
In my humble opinion the only thing I would change is to split the fell bats up. You could have a unit of 3 and a unit of 4. If you then dropped the skeleton units to 25 and the grave guard to 23, you could include 3 spirit hosts.
This is only a suggestion if you are facing a list with less magic shooting than skaven of course. If it is skaven you are facing then I would just split the fell bats into units of 4.
I hope this helps
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I still say that one big block of fell bats can wreak a lot of havoc. I've seen it work. One time I saw it used on me and my own VC army. The bugger had seven fell bats that tied up my black coach. There was no way I could do enough wounds to get rid of them, and I had no troops nearby to help out. I finally got some help there and turned the combat my way, but it was a royal pain.
It takes quite a chunk of points in, for jsut a fast attacking unit. 8 Is really much, and the averaged player, especially Skaven Sad armies, will try to shoot it firstly. There goes your only unit which can move 20'' per turn. I suggest splitting them up too.Originally Posted by DavidVC04
Against Skaven, I wouldn't take BK's. Even if they kill a lot, there are still 30 rats, 5 0slaves and 6 Rat Ogres to kill.