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Of all the bloodlines this is, at first glance, my least favorite. I mean, aren't you better off just using Necromancers? You save a lot of points and usually have a better wizard. And where is your hitting power without an effective combat vampire in your ranks? and as far as I can tell, you pretty much have to give a Necrarch Baron, the lvl 1 wizard power or he is pretty much worthless.
Perhaps I have just analyzed the situation wrong. Can anyone tell me how to use Necrarchs effectively?
Well As someone who has used Nechrachs successfully on a number of occasions allow me to impart some words of Wisdom.
First although in terms of raw power (magic level) a Necromancer is cheaper for what you get he can't take Blood line powers. These are very useful and more than make up for the slightly less power dice (remember also that you get +1 to cast), the Awakening for example allows +d3 Undead troopers to be raised almost garunteeing that you will raise the minimum 5 when creating a new unit.
The Nechrach Thralls can have arcane magic items (i.e dispel magic scrolls) without having to actually take the extra magic level so you can go for a defensive game.
I would agree though that the Thralls are of limited use for the Reason You gave.
However this isn't a problem because a Nechrach army plays a very different style to a normal undead army (or any other army). Rather than relying on a hard hitting character to win the combats you should rely on wieght of troops this includes raising new units behind the enemy.
The Vampire Counts and Lords aren't good at fighting by normal character standards (no armour for one thing) there stat line will keep them alive for a round or two against weaker opponents though. Keep them out of combat at all costs.
Ideally a Nechrach army should have a Two or three solid units of Skeletons and Zombies a very Chunky unit (I mean 20-25) of Grave guard give them a wight lord battle standard with Banner of the Barrows (for 3+ to hit against any opponent) and Hell Banner (cause terror) (remember the unit can have a standard in its own right) Max out the rest of your character slots on magic users.
The rest of your army should be supporting units such as Dire Wolves Ghouls Ghosts etc.
The army should advance slowly, your supporting units are trying to herd the enemy into the middle of the board so they get bogged down by your Centre units.
You should batter your opponent into subbmission in the magic phase, first raise your core units up to even larger units and use offensive spells like gaze of Nagash to drain the enemy dispel magic scrolls.
If all goes well the later part of the game should see the main enemy units engaged in a number of battles they can't win against your zombies/skeletons etc, and your Grave guard should be tearing chunks out of them. At this point your enemy will not have any dispel magic scrolls left so you should have free riegn in the magic phase to finish him off by raising some zombie units for a couple of rear attacks (make sure you raise enough to get a couple of ranks) using Vanse Danse Macabre.
Flankers are dangorous and it is here your supporting units should either be delaying them (remember that bat swarms are unbreakable so should last a turn or two) or march blocking them dire wolves are perfect for this read up on manouvering fast cavelry.
I would suggest rarely actually charging with your wolves just get behind the enemy the threat of the charge is enough to make him turn the unit to face you you then reposition them again etc, I once tied up a 200+ pts unit of elves with 6 dire wolves who were basically just running around them.
Key advantages then
-Numbers, being able to raise dozens of more troops means you should always be ahead in the numbers game, remember if in doubt add more skeletons to a regiment.
-Surprisingly hard unit of Grave guard is always a shock
-Supporting units either deceptivly agile or very hard to destroy.
-If your oppnent sits back and has good magic defense (dwarfs) then the battle will be tougher (not impossible though)
-A few unlucky miscasts could mean the game is over in the first turn- keeing fighting though for every unlucky game you will have a game where every power is cast with total power
-And the biggest problem, other players. Magic heavy armies are usually the first to draw critisism (just see the thread cheese or not) players who get trashed by you are more likely to refuse to play you than come up with some new and original tactics.
Of course if none of this works for you just paint your Nechrach red give him a big sword and charge..........
Last edited by Visitor Q; March 10th, 2006 at 10:11.
thanks Berny, I've been having trouble playing necrarch too, but I haven't given up on them yet! Forgottenlor remember that even though a necrarch is weaker than other vampires in combat he can still put up a fight and is one of the best combat characters in the game. Something I have tried is to just put him in a smallish unit of zombies and keep them in the back, since when he gets into fights on his own he will normally die from the cr, not the combat itself. With the zombies you can have them absorb a couple rounds of cr damage and hopefully keep your necrarch alive to get rid of the threat.
Thats quite a clever idea actually, and you can always raise that unit at the start of the game rather than having to pay for it.
I personally prefer to just stick my characters near or behind units where they can't be targeted.
Yea I have done that most of the time, the problem being when playing something fast, my opponent always manages to get around and charge my vampire, but hey there isn't much you can do about that it's one of our major weaknesses, you just need to control you you fight.
As I metioned you should have you supporting units watching out for flankers, also if worse comes to worse, move your Necromancer etc into a regiment so he can't be individually charged.
the thralls are pretty pointless but i had a lvl 4 lord going around the battle field killing anything in close combat or with magic. it also gives you a better twist to a magic heavy army like instead of master necro, necro, necro, necro. that is IMO sort of mundane. but have a necrach can liven things up. :yes:
The problem with the level 4 Necrach Lord is you actually end up with less magic power because you have to forgo a hero. I prefer a necrach count and 3 Necromancers personally.
a level 3 count and 3 necros could be good... :yes:
The way I see it the Lord is only good because you get points on your stat line (wounds attacks Ws) a Necrach shouldn't be getting into close combat so doesn't need the extra stats.
Last edited by Visitor Q; April 26th, 2006 at 15:32.