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Anyone got any ideas for a rookie? I've had a tough time figuring out how to put a small VC army together (only one I have so far). I haven't faced all the armies out there, only beastmen, lizardmen, and dwarves. See what you think of this army list. What are my weaknesses, strengths?
I used the necromancer army list since cores and specials are cheaper. (Was told at the store that as long as it followed the rules for under 1000, it's okay). I'm hoping to dominate the magic phase and summon summon summon my way to victory.
One lv 2necro with a power familiar. He'll hang out behind the infantry blocks. A wight lord with the grave guard. He has enchanted shield and sword of the kings. Grave guard has shields, full command, and banner of the barrows.
Another lv 2 necro, this one with talon of death because the autohits can take care of, I hope, people directing attacks against him when he's in with a unit of 23 skeletons. And who'd expect him to really lay out some hard licks? The skellies are full command and shield. (Or should he roam free, behind the ranks? maybe with some other magic item?)
Two units of 5 dire wolves for flanking or hunting.
Ten zombies that will shamble around out of combat until I can boost them up.
7 casting, 5 dispel. Is that a strong number of magic dice for a 1000 pt game? I've generated less than that with a blood dragon 2000 pt army so it seems good. Will the lack of fighters mean that I'll just get whooped repeatedly? Thralls aren't available to this list and a standard army makes for expensive units and less total models.
Here's what I thought for deployment.
Wolves-Grave Guard and wight-Skellies-wolves in front
necro/general behind them
Zombies behind him in case someone ambushes me, flies over, etc.
THanks up front for any advice.
Seems like it's decent enough. Although I wouldn't put the zombies in the behind, you'll need more on the front.
Your magic dice is good enough, you will get summons through with that in a 1000 point game. How many grave guard do you have?
20 Grave Guard. Yeah, I wasnt sure about the zombies, but if flyers or scouts or some other pests come in from behind, they could buy some time. But I guess the question is if the points are worth protecting against something that might or might not happen.
Post units seperatly, then explain tactica, makes it lighter to read. :unsure:
Try and get some ghouls instead of the zombies, they do better as screening and are dangerous too.
If you want to win by magic, you'll have to be cheesy and have 3 necros, or keep it as it is to remain friendly ^_^
Thanks for the tips Wolfpack. My fiance says I get too wordy sometimes. Problem with the ghouls is that I don't have the models yet. I've been at this for 3 months, and still need fell bats, cavalry, and ghouls.
Some people tell me to pop the necros into units for protection; others say let them roam behind or between. What do some of you think?
Okay, here's my revised list.
Necro lv2 with power familiar
Necro Lv 2 w/ black periapt
Lecro lv 2 w/ staff of damnation
20 grave guard with command, hvy armor and shields
19 skellies with command
10 dire wolves
The zombies and skellies are starter kits. With 9 power dice, they'll have to grow. The grave guard will have to roll well with no character leading them. The wolves will either hunt, flank, or counter flanks. I'll have to form new units too. But I feel like I have no killing power, and the grave guard don't replenish like the others.
Leave them out of your units unless you play against an army that can give lone wizards a hard time. For example screamers of tzeench don't need to see or charge your necromancer to kill him.
asquabbling they squandered and gambled
till dawn did freeze their drunken dice
the grave guards will do alright,since you will deploy them a couple of inches behind the skellies giving them a good flank charge, auto-break (Fear ) and voila.
If you want to field saver, a unit of 5 Black knights could help.