Welcome to Librarium Online!
I've only faced the undead a few times before (Tomb Kings) and I was wondering how to deal with these most stubborn of foes. The person that I am going to play is going to field three spellcasters including that wonderful lvl 4 necrarch vampire lord.
I was going to approach it with two lines of archers, two units of glade riders, two spellcasters, a treeman and a group of wild riders with a character equipped with killing blow. I'm worried about their ability to bring in bazillions of skeletons, but I'm not sure how effective it is to try and block off all of those spells. Opinions?
If you can, field a unit of eternal guard instead of the treeman. The undead are ItP so the treeman won't do all that much.
Your best units I would think are
The only danger of eternal guard is that if they are outnumbered and lose combat they will test on double 1s. However they will cause a lot of wounds and with WS5 will need 5s to hit them. As long as they don't get flanked they should be fine.
As far as magic defense 2 lvl1s with 2 scrolls each should do well.
I'm not sure how effective your killing blow character will be. You might want to just get a great weapon and focus the points elsewhere. Or maybe get a wardancer noble instead.
Try an Alter Noble.
His Lvl 4 Wizard will probably be on his (or her) lonesome, so take advantage of this. Your M9 will be legendary vs his limited movement. If he's placed his Lvl 4 Wizard in a unit, charge the unit and direct ALL attacks at him (or her). You may or may not lose your Noble, but the potential to kill that General is too good to pass up.
Granted, I've never used or faced VC's, but I know that all Undead rely on their Head wizard. Use you Alter Noble as a Commando, and attack only isolated units that you know you can beat, or go straight for that General.
As for other units (from theory, of course, but it's educated theory): I'd say you want as many ItP units as possible. That's easy since we have Forest Spirits and Wardancers. As for your Special units, I'd say you want a unit of 3-5 Tree Kin, a unit of 7-10 Wardancers, and a unit of 5-6 Wild Riders. These units are all extremely good at killing lots of guys quickly.
Core units: Glade Riders are risky, but you can try them. They should come in useful for holding up a few units, allowing you to pick on their units one at a time.
Good luck, and I hope that what I've said is useful.
Hmm. I've played an army like this before - he gave his general the Cloak of Mist and Shadows and the Obsidian Amulet, making him Ethereal with a 4+ Ward against Magic and Magic Resistance (1). So he's near impossible to kill directly - watch out for this.
For the record, I got my ass handed to me. I still can't work out how I could've beaten that army.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
In that case, try a Respledence of Luminescents somewhere in your list. That would really put a damper on his plans if he took it. Granted, he will get a Ward Save, but at least an entire unit can now harm him.
Ive dabbled in the Necromantic Arts a bit and all I can tell you is to not get sucked into combat with any unit that doesnt have a character. I disagree with the previous post saying you should take Eternal Guard. They will hit hard, but will be stuck in combat the whole game as an opponent with that much magic can summon a ton of zombies a turn to take the place of the fallen ones.
Id advise to go with fast units. Dryads, cavalry, wardancers, flying units, and the like. Go straight for his spellcasters. The strength of a Nechrarch army is magic, and even if you cant get at the general, at least take out the rest of the mages. This will leave your opponent with too few power dice to do too much damage.
Also, if you run a big bad character up against a vamp count wizard with the spell Hand of Dust... be sure you kill him before he can strike back or dispel the crap outta that spell. The spell works just like killing blow, except all your opponent has to do is roll to hit, and you die right out. Its nasty.
Anyway, good luck.
Don't forget that Wildrider and Dryad attacks count as magical.
A wildrider noble with appropriate items might be the go against the Necrach.
Magic defence will be paramount. But you know that.
Units that can do a lot of wounds and deny rank bonus.
So dryads, wardancers and wildriders would be my bet.
Wildriders in the flank and any one of the other 2 in the front should give you a healthy advantage in combat resolution. I would recommend hitting every unit with 3 of yours.
That way you can get combat res:
+1 banner (wildriders)
+1 per kill.
The undead get
+1 For banner.
+1 per kill.
If you can iflict say a dozen casualties you will wipe out a unit of 25 in 1 round.
A dozen wounds is easier said then done though, it might be possible but my tactic is to deny him combat control. With several units of fast cav I can directly control when and where combat occurs. The tree-man is there to look big and scary and cast an additional annoying spell to give me more of a chance to use tree-singing and the wonderful enhancement spells the wood elves are so good at.
I want to get rid of his elites because he is fielding 15 black knights in two squads and 13 grave guard in another. So I hope to be able to separate and eliminate the knights because they are my only speedy threat and I know that when they die, they aren't coming back. The glade riders will be slowly cutting down the grave guard and I will just pray for an opening at his lord. I still don't know what to do about that goddamn Coach of Ridiculous Death. I'm honestly stumped as for a final plan.
A dozen wounds against WS 2 T 3 troops is not a big ask if you hit it with 3 units. I play against VC a fair bit and my opponents have started taking blocks of 30 skels to stop me from wiping out units in 1 hit. You do have to have the right units in you army though. Wardancers with the +1 attack dance are the perfect contenders as are dryads and then all you need is the wildriders in the flanks/rear and its all over.
The main peice of advice is don't sit back. If you let him take the fight to you, you will be swamped. Take the fight to him and you'll see those units crumble. Magic defence is a premium. I would take the 2 singers and a branchwraith level 1 with cluster. This will give you 6 dispel dice and 4 dispel scrolls and three casters (not including the treeman)
Do you have a sample list of what you are thinking of taking?