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Against the SoC Grimgor's Ardboyz to be exact. Battle is in 2 days, this is what I've come up with so far.
Count, great weapon, level 2, general, aura of dark majesty, crown of the damned
Master necromancer, staff of damnation, level 4
Thrall, wolf form, flayed hauberk, great weapon
Thrall, great weapon, heavy armour
Necromancer, level 2, scroll, book of arkhan
Necromancer, power familiar, level 2
25 zombies, standard
25 zombies, standard
25 zombies, standard
25 skeletons, full command
4 spirit hosts
20 grave guard, full command
6 black knights, full command, banner of the barrows
I still have 102 points to mess around with and I have no idea what to take.. I could just boost the core units size up a bit, put a magic banner on the grave guard maybe, or even make the second thrall a BSB. Or throw in a banshee. Not really sure.
Count will join the skellies. I originally had a lord, but then I couldn't fit the second thrall in and I think an extra unit with something hard is worth more than 1 extra magic level when I have heaps of magic... Fast thrall will run around with wolves or even assassinate a mage if he gets the chance. Second thrall will aid a unit of zombies. Necromancers will be scattered among the units.
I might be a bit short on hard hitting stuff... Skellies should win with the count there, knights and coach hit hard, GG are ok, most of the army is pretty soft though.
I would like to suggest the following modifications to your army so that it can make the points total, and improve it's function a little.
1) Move the banner of barrows to the grave guard, and drop one of their number
2) Exchange the second thrall for a wight lord with heavy armour, enchanted shield and the sword of kings. This gives you a very fighty leade to this very punch group.
3) With the remaining points, I would consider a unit of 4 fell bats for war machine hunting and mage sniping.
I hope this helps
I don't really see the charm of wight lords.. Compare that wight lord to my second thrall, he has less movement (useless anyway) less WS, much less strength, and lower initiative. All the wight has going for it is killing blow and a better armour save. Chances are the thrall will wound on 2's against anything, so I think the thrall would do more damage too. And the thrall is cheaper in points.
I always have trouble deciding where to put the banner of the barrows. Last time I put it with the grave guard, and the black knights charged and did pretty much nothing due to poor WS. I guess I'll give it to the grave guard again though.
And yeah, bats are probably a good idea, I'll put some in. I also noticed I don't have any ghouls, being a sylvanian player and not having access to them I didn't even consider them when making this list. Are they any good?
Ghouls are excellent flankers and excel at working away from the general as they can move without his leadership range being required, (they are alive). Their poisoned attacks work well against higher toughness opponents, and their higher toughness helps against shooting.
In short, a unit of nine has always done well for me. They can pull down lighter cavalry units easily and are great at harassing.
The reason I said about the wight lord is because he can kill outright 1/3 wounds. In challanges this has proved invaluable to me personally. If you are charged by a heavy cavalry unit (not really applicable here, but always nice to know), there is nothing better than your attacks back from you wight lord getting a couple of luck killing blows.
Hope this helps :ninja:
Putting your lord on a barded mount will give him a cheap armor save, which can be worth it now that he can't be picked out of an infantry unit. Plus, with a lance you'd have a nasty bonus on the charge and then not go last in subsequent rounds.
What about three-four fell bats for march blocking?
Taking a Banshee like you suggested will work well against O&G Strewart, but if I had to choose I would go for Fell Bats. They are probably the best way to quickly get rid of those nasty Rock Lobbas.
Rork edit: Woah! Check your spelling - you only give "special chocies" to your girlfriend.
Bats seem to be a pretty common suggestion, and indeed I usually take some. I'll throw in a unit of 4 fell bats.
With the remaining few points, since I had no idea what else to do with them, I dropped one zombie, one skeleton and one GG to put rod of flaming death on my second thrall. Yet more magic, and panic could be nasty for O&G even though Ard Boyz have pretty decent leadership all round.
I'm off to do battle now, I'll post what happens later on tonight.
cheers for the suggestions.
Im not quite sure of the magical capabilties of the SoC orcs but in my experience O&G take alot of magic power although you alrdy have alot perhaps a sword of unholy power on ur count or a thrall couldnt hurt just to give u a lil more of an edge in the magic phases
Yes his magic defence was extremely strong... Around 11 dispel dice I think, plus 3 scrolls.
Disaster struck, in the very first turn (I got first turn) my Count grabbed 3 dice to cast gaze, first spell of the game, and I rolled triple 1's! It made him lose a magic level and take a wound. So he lost gaze for the rest of the game.
None of my characters rolled Dance, so as far as moving goes I was stuck with relying on the book of arkhan. It gave me 2 pretty decisive charges. The staff of damnation was fantastic, easily my best magic item it turned so many combats.
My count managed to get himself killed on around turn 4 (damn orcs with great weapons directing attacks) so I started crumbling. It was a very close game right until the end, but I pulled off a reasonably good win. He had 1 and a half units of orcs, 2 mages and a chariot left. I had grave guard, my slow thrall (who performed brilliantly, killed a bunch of stuff including a chariot), 2 necromancers including the master, a few zombies of a unit, a unit of skellies and a unit of zombies. Plus 2 wolves and the coach on 9 wounds.
My opponent took a giant, and guess what brought it down? A zombie!:w00t: I'm definitely considering putting a giant head on a zombie's base and have him standing on it after that. The first 5 wounds were lost to a single gaze of nagash, which was very helpful.
Sounds like a tough game, but managing a win after the general dies deserves some applause.
I think the giant head is a very good idea. You definitely don't want to let anyone forget that. I still remind people of the time my zombies broke and ran down chosen warriors of khorne.