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Topic of the Week - Skeleton Warriors
This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This week's topic is - Skeleton Warriors
Why take this unit rather than zombies or ghouls? Are they worth their points? What is the best unit size for them? Is the command options worth taking? How do you use them?
Think this unit is definitely worth it for several reasons.
Tomb Blade. while not alot of people take this weapon, it reads if the characters is in a unit of skelies, for each unsaved wound add another skelie as if invocation of nehek had been cast. A good way to add numbers
Lord of the Dead: lets you bring back more than the starting size of skelies. The last game i played I started with a unit of 20 skelies. By casting Invocation with lord of the dead, by the end of the game, I had a unit of 53 skelies and that is including replacing the ones i lost in combat!
Much better than zombies, they will last longer in a fight than zombies plus characters can't hide in zombie units due to the freshly dead rule.
Ghouls are better toughness and attacks but I prefer skelies since they have a full command.
I personally feel the skeletons are one of the backbone troops of the vampire counts armies. I feild spearmen with armour with a vampire with tomb blade in it along with two supporting regiments of basic skeletons with swords and sheilds. As stated before they have a full command which I do field. Most of my games I field 3-4 skeletal regiments depending on points. 20 skeletons strong of course. I feel they are a good basic infantry for there points cost.
skeletons will become a stronger choice with the upcoming edition, the addition of a rank to combat will make spears of any type a strong defensive choice. If you aren't going to hit first, you may as well make sure you will strike back. They will become the premier unit to field as core for vampires. I see myself 2 units of 25 with full command.
I actually think its a tough choice between Ghouls and Skeletons, but just to expand on the point Wolf_Pack made, things will be changing in the next edition. The current rumours identify one major disadvantage with Ghouls versus Skellies, the rumour that you will need a standard bearer to claim objectives, which of course Ghouls cannot buy, and that missions will become much more objective driven.
If these rumours are true then Ghouls may become marginalised. I think we will still see them, but they might switch into a more offensive role, kept to small, wide units out on the flanks.
As for zombies, I've never been a big fan, to begin with, there seems little point in buying them when you can create units with spells, unless you want the standard that badly, but I just don't think its worth it in such a fragile unit. The second problem I have with them is that even when I expect nothing of them I still manage to find them surprisingly rubbish. I've ressed up small units before to get a flank charge, only to end up loosing the combat because of the amount of kills they gave away!
If Tomb Blade adds skeletons for unsaved wounds as if Invocation of Nehek was cast...
wouldn't a nearby Loadstone add an additional one...
I know this seems wrong but it does say as if Invocation of Nehek was cast
I wouldn't worry though, I personally feel the hand weapon and shield combo becomes about even, the main problem I always found with HW/shield was that you would loose all your attacks before you struck, but if the rumours about removing strictly from the back are true you won't loose any attacks before you strike any more. And also, if the rumours are true about striking in two ranks then spears will only add 50% more attacks over HW/shield as opposed to 100% more, and I would be tempted to sacrifice that kind of bonus for the extra resilience.