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The Blood Keep > Necrarch Army Lists > 2250 List


Title: 2250 List
Description: Faster and more mobile


warpaintoz - January 18, 2007 08:46 PM (GMT)
Necrarch Vampire Count
Lvl 2 Upgrade
Sword of might
Dispel Scroll
Wristbands of Black Gold (3+ Ward against shooting)
Unholy Cynosure (one use reroll on spell ie to avoid Miscast)
Winged Nightmare

Necromancer
Level 2 Upgrade
Book of Arkhan (who'da thunk it)
Power Stone

Necromancer
Black Periapt
Ring of the Night

Wight Lord
Sword of Kings
Gem of Blood (rebounds first wound suffered in CC on a 2+, no armour save)
Nightmare

20 Skeletons
Full Command
LA shield

20 Zombies
Standard

5 Dire Wolves

9 Black Knights
Full Command
Banner of the Barrows

3 Spirit Hosts

7 Ghouls

3 Fell bats

Banshee

Black Coach.

The idea here is essentially to have a fast moving wing with the General, Bats, Wolves, Black knights and coach and a slow but magically bolstered centre comprised of the Infantry block and ghouls.

I'd like a few thoughts on different item setups, particularly for the flying General. I figure he has 75 points to play with because the Unholy Cynosure is a must.

My other though was to go for two zombie blocks and give one of the necros the Staff of Damnation (bound Hellish Vigour) to make them at least useful in CC

BTW I can't really push the PD up that much further without taking a comp hit at the tournament this list is for next week!

Razon - January 18, 2007 09:30 PM (GMT)
Staff of Damnation is usefull for wights and vampires. All other units even with it can't kill much. On the other hand, Cursed Book is zombie/ skellies best friend. With it, they can actually win combats.
So, for your list maybe you should drop those skelleis, in order to get two units of zombies; even one being a necro bunker? 2 infantry blocks + host is ok; but the weak link there is the host.. some armies will go through them too easily. That's why i recommend 3 infantry blocks.
As for you characters; well, a vampire general should never wear scrolls. Only exception being AoS vampire. And your lvl 2 mage doesn't need that Cynosure. He will cast 'only' one spell per turn. If he was a lvl 3; then he'd need it.

So, your 1st necro, drop the power stone, and get a scroll. Second dude; power familiar, or cursed book.
Vamp needs that talisman, but i'd give him noble blood, so he becomes that lvl3 mage. Then you need cynosure on him.

Also, keep in mind that IoN works within 18". If you fly away with your count; necros won't be able to heal him...

Mortis - January 19, 2007 07:04 PM (GMT)
I echo razons points, and I would drop the coach for more BKs and more R&F. Bats work better in flocks odf 5+ with FIE now, and one pack of wolves generally doesn;t work too well, 2 packs should be a minimum.

warpaintoz - January 20, 2007 06:20 AM (GMT)
Unfirtunately I'm a bit limited by model availablity here, so can't add more wolves (or I certainly would) or the extra bats.
I'm considering dropping his scroll and sword of might for a sword of Power, whcih given that when he fights he'll be hitting in the flanks should generate extra dice for him to use and still leave the enemy little or no save.

As I said, I need to avoid topping out on PD as I'll be penalised in the comp system the list is for.
Cheers

Mortis - January 20, 2007 09:42 AM (GMT)
Sword of unholy power is pointless.

Get NNB, and what I often find is a better Wight Lord combo is a WL with heavy armour, SoK, and enchanted shield, on a barded nightmare. He still has that 1+ save, but it lasts much longer.

If you can't get a 2nd pack of wolves, drop the first and boost your ghouls.

How many models have you got to raise?

warpaintoz - January 20, 2007 11:12 PM (GMT)
A graveyard's worth of zombies, so no problem there.
Whilst the ES is OK, I like the Gem because of the risk factor for the enemy: even if they slip one thru chances are they're still going to wear a wound. I don't see the wight lord hitting to many enemy generals, but two wound heroes have to beware the Gem if they haven't brought their Ward saves. It also all but guarantees that you'll kill a heavily armoured chamion that steps in the way!

Mortis - January 21, 2007 11:45 AM (GMT)
QUOTE (warpaintoz @ Jan 20 2007, 11:12 PM)
I don't see the wight lord hitting to many enemy generals

Which is exactly what he should be doing. He should be getting 2 hits per turn, and should, against high-T lords, KB them if he wounds.




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