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I am expecting an Archlector, a scroll caddy, and a bsb, for some reason he told me this. So with this in mind I tried to make a magic heavy list to negate his lector's strengths, and have stuff to take out his artillery, and flanks.
Necrarch Count- Lvl 2, Crown of the damned, black periapt, the awakening, dark acolyte
Necromancer-Lvl 2, Power Familiar
Necromancer-Lvl 2, Book of Arkhan, dispel scroll
Wight lord-Mount, barding, heavy armor, ench shield, sword of the kings
20 Skeletons LA, full command
20 Skeletons LA
5 Dire wolves
5 Dire wolves
7 Black knights, barding, full command, banner of the the barrows (Wight goes here)
3 Fell Bats
3 Fell Bats
3 Ethereal Host
Total points: 2251
Power Dice: 10
Dispel Dice: 6
Infantry in the middle, cav, ghouls and hosts on the sides, probably coach too. Bats wherever the closest path to the cannon is.
I'd appreciate advice, this is similar to most of my other lists, just with a different motive.
Personally, I wouldn't change it. I'd run it just as it is. The fell bats will get any shooty units for you. The host will screen really well. Your knights and coach will wallop most targets. I think it's a really strong list.
I am still a little worried about dealing with heavy hitters, such as knights, which he could run a few units of. Also, the steam tank could show its ugly mug, but I think BK can take that out. Whenever I play necrarch I feel like I am giving up a lot of power for magic, and I expect my units to die a lot faster. Thanks though for the compliments.
Edit: I just realized empire has those rascally cannons, does anyone have any advice on ways to protect my coach from cannon fire (probably impossible since its a large target), or would it be a better idea to aviod that chance and just run 2 banshees and add a banner and champ to the other skellie unit. I would rather not rely on a 5+ ward save to save my 200 point unit from instant destruction.
Last edited by Master Jabu; May 17th, 2006 at 01:27.
Now that you mention it, I'd run two banshees. That'll deal with some knights. Even if you roll an average of 7, with the +2 you should kill one knight a turn, assuming they have ld 8. If you roll well, then you slaughter them.Originally Posted by Master Jabu
If you see a steam tank, I'd send the host after it. Those things are downright nasty. BKs will hae one good shot at doing damage on their charge but after that, it'll be tough. And I hate how a steamtank can back out of combat and charge in again for impact hits. Ugly, just ugly. Actually, I guess that means the host wouldn't pin it either, as it can back out. Maybe just summon throw-away units to keep it off your other units?
yea i thought so, that tank sucks, and I've never even had to face it. Also, are the rules downloadable from the main site some how, I'd like to be able to understand all it can do. Banshees will probably be stronger on the flanks, taking out knights and pistoliers, heck if they are lucky they may make it to a cannon.
What stinks is that they have to randomize hits against a warmachine. That makes no sense to me.Originally Posted by Master Jabu
The rules are in a chronicles but I didn't find them online. 2004 Chronicles, I think.
Well you need the 2002 chronicle to see the rules, but luckily my friend gave me a copy of his, so I can do all the research I need, that busting the tank helped though, told me my knights and wight, or ethereal hosts can stall it. Thanks for the link