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I've got this idea for running an army with two or three Wight Kings, They're surprised
Jerald the Crazed and his Undead Retinue
Jerald the Crazed, barded mount, Sword of Kings, Gem of Blood
Pretty basic build. Vulnerable with the Gem of Blood, but a good character assassin.
Wight King, BSB, barded skeletal steed, The Drakenhoff Banner
This guy join can join a unit of Grave Guard and make them incredibly resilient. They will lose one less model to losing combat resolution because of him. If they still lose CR in large numbers, they can attempt to regenerate the wounds. This makes using great weapons on the Grave Guard a very viable option. If you lose wounds after all that, you can cast IoN on them and restore lost models.
Put the Banner of the Barrows on the unit's standard bearer, and they're even deadlier. It's a hell of a lot of points, but I can't think of much that would destroy a unit like this.
This unit would cost a bundle, but I think it would take an incredible amount of damage to hurt it, even more so to destroy it.
And put a vampire nearby with the Helm of Commandment.
That BSB is very tough with 3wounds, T5, 2+ armour and regeneration with a points cost to match. The dilemma I find with him is I'd love to have that regeneration on my vampire lord general but then the unit they're in becomes an all eggs in one basket type.
How many other wights do you plan to use? Is it a wight themed list?
Well, I'm thinking of a few things.
First, I'm considering using wights as a fighting hero. If I don't run necros, and I don't need a third (or even second vampire) for magic, then why not take a cheap fighting hero with killing blow?
T5, 3 wounds is a greaet bargain in my book.
So, I'm thinking in general as far as that goes.
Second, I'm considering a themed list that looks like this for the heros.
- Wight King with BSB as described below with grave guard.
- 2nd wight king perhaps as described below with a unit of skellies.
- Necro on cart with scroll, danse macarbre as spell upgrade, and book of arkhan. Joins skellies if the rules allow it.
The general looks like this...
- Vampire Lord, lvl 2; powers: Master of the Black Arts, Flying Horror; items: Walach's Bloody Hauberk, Helm of Commandment, Tomb Blade
The army would be designed to win a war of attrition. The regenerating grave guard and self-perpetuating skeletons would hold enemies while flanking units try to arrive.
The general would stay away from losing combats by flying between them. His Tomb Blade means he has two standard units to join, one with the necro and the other with the regular wight king. He could join the grave guard unit if things looked really rough.
I wonder if it's worth taking the Cadaverous Curiass on him.
What I miss more than anything else is being able to take an extra wound on a vampire. I do miss my lvl 3 strigoi.
A few things I've found about the new book that relate to your selections:
#1) Magic Offense is very important: I've realised that while it's rather easy to cast invocation, it's also very easy to dispel and with your build only having a tiny number of power dice you won't be raising many Grave guard back. Perhaps use the +2 PD Blood Line & get Dark Acoloyte + get the additional magic level to have a lord with 6 PD generated and 5 spells and a bound spell from the cart and a Pd from Necro and 2 Army PD, you'll have around 10 Power dice in effect.
#2) Magic Defense: While I'm not a huge fan of overloading on defense, Undead are more vulneralbe to magic than most armies and when a huge number of opponents have the option to take Lore of Light, you'll really with you had some extra defense. So the extra magic level (at least 3) on the Lord is important, for generating an exta DD then the Necromancer should go ahead and carry 2 scrolls rather than the book of Arkahn and he'll not be makign units move, but should only be healing and dispelling and using th ecart to hadd extra hurt on the enemy.
#3) Speed: A fast army can make a huge difference. So I'd deffinitly use the special slots for Bats and Knights and only use 1 Grave guard unit with Skeleton units flanking it. the knights and bats will take out all sorts of support and keep the enemy from march blocking so your uber-infantry can get into combat!
Taking low levels of magic have really harmed my 7th ed VC and I'm not using 8 PD/6 DD and the Black Periapt (Add a Black Periapt to the Lord and you'll have greater balance against the opponet's magic offense/defense abilities.)
Even with all this magic boosting power the Lord can still afford a nightmare and the enchanted shield and a GW/Heavy Armor Avatar of Death (2+ armor) and black Periapt and a magic weapon &/or a talisman for personal defense.
The army as I'm thinking of it has 4 dice from the vamp lord (he already has master of the black arts listed), 2 for the army, 1 from the necro, a bound from the book, a bound from corpse cart #1 and a bound from the 2nd cart I intend to run. 7 power dice and three bound spells doesn't strike me as tiny. Casting emphasis is on maintaining the infantry blocks and raising dead if necessary.
4 dispel dice and 1 scroll isn't a lot, and I'm not a big fan of that but two carts putting enemies at -2 to cast should make a pretty significant difference, too.
The lord has a 5+ ward save. And as he can fly, I just won't bother putting him in against other tough characters. With IoN he should do fine.
The Tomb Blade is iffy. I've never been a big fan of it, but it performs a basic function of adding 1+ skeletons back per turn in most situations, which allows magic to be focused elsewhere.
Fell bats, spirit hosts, dire wolves will fill out the rest. Probably a big block of zombies to anchor a flank because who's going to bother messing with that? It'll push enemies into the units where I want the fights to occur.
Anyhow, the idea behind this thread is to get people considering builds for wight characters and units.
Any more ideas out there?
And putting banner of the dead legion and endless nightmare on the skeleton blocks will make them that much more potent.