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In 2 days, I'm going to bring a small Necromancer-led force consisting of zombies, skellies, wolves, and a banshee against some very experienced players who use wood elves and high elves. Any recommendations for what I should do to fight them?
Also, I'm not sure if it's legal to have a vampire thrall in a necromancer led army. I can't seem to find anything specific against it in the book (perhaps I just haven't looked thoroughly enough), but a friend said that that's not allowed. Can someone clarify this for me?
I'm not sure about the thrall bit. Never played the necro force myself.
This will be a hard one in the fight though. Firstly high elves:
More manouverable than you, high leadership but not many of them.
possibility of 2+ RBT's
High elf spearmen are awesome in combat.
High magic can mince your army.
Things that might help:
Ghouls are hard for S3 elves to hurt and -1 for skirmishers with missile weapons is a bonus.
Fell bats could disrupt his line to allow flank/rear charges on spearmen, essential if you are to win combat.
You must outnumber him in all combats.
Spirit host could deal with a lot of missile threats pretty well.
The black coach is good against S3 elves. but beware of the RTB's
Wood elves are going to be tricky too:
Lots of immune to psychology troops (dryads wardancers treemen.)
Warhawks and great eagles can march block you easily.
waywatches will kill your wizards unless they are in units.
Magic arrows will destroy your spirit host, as will dryads.
A mass of arrows will come your way, and you dont have any reply.
Things that will help:
The coach can be awesome against skirmishing troops of low toughness, eg wardancers.
Ghouls can kill eagles/warhawks with ease.
Your magic should dominate
Big blocks of zombies are hard opponents for skirmishers as they get no rank bonus.
These are just my first thoughts. Hope they help.
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I think this has helped me. Lesson: Fight wood elves, not high elves.
There is nothing preventing you from having a Thrall in a Necromancer led force.
Your general just need to be the Wizard with the highest leadership. Therefore, Necromancers will be your only Wizards (unless of course you take a Necrarch Thrall with the Nehekara's Noble Blood power, in which case the leadership of the Thrall is I believe, the same as a Necromancer, so you may choose), and you can take Thralls of any bloodline as normal characters.
Just remember however, that if you take more than 1 Thrall, they still must all be of the same bloodline.
But yes, you would be allowed to take a Thrall even in a Necromancer led army.
As far as advice against Elves goes, well, I am not familiar with High Elves. I only faced them once, and I did lose. I've also only faced Wood Elves once, another loss, but I am a bit more familiar with them because I did take them up as a second army.
It depends on what kind of list they are taking.
It will be difficult if your opponent is fielding a Forest Spirit army, because you will be going up against a bunch of hard hitting, tough, immune to psychology troops. The good news is that you'll have static CR on your side, as I can't think of any Forest Spirit -blocks- of troops.
They have Dryads, which are Skirmishers, so you'll have ranks and most likely outnumbering on them, as well as any banners. Treekin are Ogre-type units, and won't benefit from any numbers or banners or ranks either. And then there are the Treeman choices, which also won't have any of the above static CR, but regardless, are still tough enough to hold their own in a fight. I had a Treeman Ancient once fighting alone against a unit of Dwarves, I forget which unit type, but the Treeman continued to hold his own against them. It helps that he's Stubborn on Leadership 9.
You likely won't be breaking Forest Spirits very easily, since they are all Immune to Psychology (as well as causing Fear or Terror themselves). And they are better than your core choices of Skeletons and Zombies. I also believe that Forest Spirit attacks all count as magical, so Ethereal units like Spirit Hosts won't help much.
As a previous poster stated, it is very possible against a Wood Elf army that your magic will completely dominate. I know that in my list, I only carry 2 levels of magic, with 5 dispel dice (I use a Spite that gives me an extra dispel die). It is also possible for them to beef their magic up with Spellweavers and the like.
You'll need to protect your mages, however, because if the Wood Elves are fielding Waywatchers, your mages will NEED to be in a unit, or else they will be destroyed by the Waywatchers (their bows have Killing Blow at short range, they are deployed as Scouts, with the exception that they can be as close to the enemy as they want to be as long as they are outside of line of sight, and may be deployed within line of sight 12" away). Taking a bodyguard unit for your Necromancers might not be a bad idea.
I would suggest Grave Guard if you are able to field them. And / Or Black Knights. You'll simply put, need the hitting power against Wood Elf Forest Spirits. Your Zombies and Skeletons just simply put aren't going to be able to do it on their own. Wood Elves can field a lot of shooting, but they don't have Warmachines. Their shooting will be Strength 4 at short range, 3 at long, and your Grave Guard and Black Knights are heavily armored enough to be able to withstand that kind of shooting. They also have the hitting power neccesary to be able to deal with Dryads, Treekin, etc... on their own.
Sprit Hosts and Ghouls can also act as good screens for your units. Wood Elf shooting isn't magical, so your Spirit Hosts can block line of sight to your more valuable units, without fear of being destroyed. Ghouls are Skirmishers, and provide a -1 to hit penalty against shooting, and are hard to take down at Toughness 4. You can use these to help protect your units like Dire Wolves, who are pretty weak to shooting.
Warhammer Fantasy: Vampire Counts | Wood Elves | Chaos
Wights (Grave guard and Black Knights) also ignore the saves of all Dryads and other forest spirits as they don't get thier ward saves against magical weapons. I recommend Black Knights as your Grave guard won't move quick enough to react to an elf army, and if you can punch through thier line with you knights (a Blood Dragon Thrall or a Wight lord helps) you can really mess up a Wood elves day. Take the Banner of Doom or the Banner of the Barrows as well if points allow, and put one on the wight lord, this will improve your hitting ratio and help you survive missile attacks. Concentrate the rest of your army on surviving the elf advance with lots of zombies or skelletons, with Necromancers raising as fast as you can. Beware of wild riders, they are a pain.
The Game actually went quite well. I was facing a small army of high elves, and my opponent, as his army was so small, did not take any archers.
I'd say that this was his fatal mistake. Without archers mowing down my zombies and skeletons, my necromancer could simply resurrect whatever loss of unlife occurred at the hands of his horsemen. He was still chewing my armies up pretty badly, and had killed my Strigoi thrall, but when he charged all his units into my army, I managed to surround him with dire wolves. His troops broke and ran, and were pursued and annhilated. I should point out, however, that he did go easy on me during the game. It was still a lot of fun, however!
(especially the look on his face when my necromancer created 14 zombies in one go)
I have found Banshees to be very effective against high elves. I don't know why but I always seem to decimate their cavalery with it.
You need to be quite descisve in the magic phase with the High elves as well, really try to dominate it.
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