Title: First List 2000pts
Bloody_grot - May 10, 2007 04:49 AM (GMT)
Ok well the name says it all, i'm only just getting into undead, and have limited experiance in fantasy battling, but am hoping to get this army up and running for the Nemis Crown campaign. Pretty much the idea is to base an entire army off undead Gobbos, i have the ones from BfSP set and am going to buy another box of Night Gobbos, goblins, and wolf riders (will explain what will be what as i go,)
Lord
Vampire count, with 19 skele unit(gobbo with squig from bfsp)
- lvl 2 wiz (lvl 3)
- Nehekhara's Noble Blood, Dark Acolyte, Master of the Black Arts
Heroes
wight lord, with black knights (converted wolf rider)
- barded nightmare
- cursed book
necro #1, with 11 skele's (metal night gobbo mage)
- lvl 2 wiz
- Book of Arkhan, Dispel Scroll
necro #2, with 11 zombies (gobbo mage from bfsp)
- lvl 2 wiz
- rod of flaming death
Core
19x skeletons (converted gobbo spearmen from bfsp)
- Shield, Hand weapon, Musician, Standard Bearer
20x skeletons (converted gobbo spearmen from bfsp)
- Shield, Hand weapon, Musician, Standard Bearer
11x skeletons (converted night gobbo regiment)
- Shield, Hand weapon, Musician, Standard Bearer
11x zombies (converted gobbo regiment)
- Hand weapon, Musician, Standard Bearer
5x Ghouls (bfsp spider rider RIDERS)
5x Ghouls (bfsp spider rider RIDERS)
5x Dire wolves (bfsp Spider rider SPIDERS)
5x Dire wolves (bfsp Spider rider SPIDERS)
Special
9x black knights (gobbo wolf riders)
- Barding, Heavy armour, shield, Hand weapon, lance, Musician, Standard Bearer
- Banner of the Barrows
3x Fell bats (hand made squigs, WITH WINGS!)
2x Spirit hosts (bfsp night gobbo artchers)
Notes
Well that's the list, it currently stands at 1998pts. Any suggestions regading the build of the army, or tactics are welcome, but don't just post "no this list is stupid" without any further info... I have gotten them on other forums with 40k lists, and I hate those posts...
Agifem - May 11, 2007 07:39 AM (GMT)
no this list is stu- *coughs* Sorry, got caught in the moment.
You must have made a formidable work of conversion for this army. You earned my admiration. And i'm interested in pictures.
My feedback : keep in mind i am myself a new vampire player, and i've never played any game with my undeads. But i have a dark elves army so my comments are not entirely devoided of experience and wisdom.
Your character selection is good. Maybe change the master of the black arts for the ring of night, to give your vampire goblin a ward save, something i consider essentiel on a lord choice, and critical on a vampire general. And maybe give the staff of damnation instead of the rod of flaming death to your necromancer.
The core troops are fine. However, the special choices are bugging me a little.
Fell bats : i'd suggest to drop them. You have enough fast manoueverable troops, and it will give you the points for the changes i suggest.
Spirit hosts : 2 is considered weak. 3 is considered a better number.
Black knights : They are your only hard hitting unit. To take advantage of the fear and the autobreak (insane courage, whatever), they should be more numerous. Make them 11-12. The rest is fine on these fellows.
Bloody_grot - May 12, 2007 08:16 AM (GMT)
rightio you will have to wait on pics, right now i have no glue... which is really slowing down, well, everything.
as for the changes
- vampire, i'm hoping not to need to use a save, imo he's a really good spell caster (18" Drain Life, mwahahahaha), and so shouldn't generally be in combat and if he is it would just be against rank and file troops, rather then something that can hurt him, hopefully. I'm just going to rely on operation bone shield see how it works, for now.
- i was tempted to get staff of damnation, but from what i have read undead units aren't expected to win combats through damage, but through resolution. so attacking first isnt as important as having a missile spell that i can cast on say, light cavalry units or skirmishers who can ruin my ranks or just generally harass me.
- originally i was going to field 2 units of knights, one 10 one 5, and they were going to work in tandem to kill lots (very articulate, i know). I decided however to change it just to the 10 unit due to wanting to buy more skeletons and also i don't want to pay another $50 for a second box of wold riders, especially if i only need 2-5....
- I wanted to have the fell bats as, while the wolves SHOULD be able to reach enemy war machines, lone mages, etc, i'm going to generally want them to be flank and rear charging rather than hunt, plus the bats have the great ability to just go over anything in their way
- lastly the spirit host, i wouldn't mind increasing to 3 unit and will try to re-arrange points to buy another base. However for my purposes, they are in there just to shield the knights unit so they aren't too badly damaged when they get to the opponent's units so i don't know if they need the extra base, anyone have opinion on this?
Mortis - May 12, 2007 11:29 AM (GMT)
Using hosts to shield knights isn't a great idea. You want a turn 2 charge, which you won't get with the hosts slowing you down.
And why death on the lord? In an army like this where your units are so small that you need necromancy, why take death?
Agifem - May 13, 2007 06:38 AM (GMT)
| QUOTE (Bloody_grot @ May 12 2007, 10:16 AM) |
| - vampire, i'm hoping not to need to use a save, imo he's a really good spell caster (18" Drain Life, mwahahahaha), and so shouldn't generally be in combat and if he is it would just be against rank and file troops, rather then something that can hurt him, hopefully. I'm just going to rely on operation bone shield see how it works, for now. |
Yes, hoping is here the keyword. As my dark elves, i'd willingly sacrifice two units of shades/dark riders/whatever (cheap but fast units) to charge your general, even in the unit, allocate hits on the goblin who forgot his ward save, and see if your army can survive this kind of sacrifice. I'd do it with any mage, but if the mage is also the general of a vampire army, you can count on 3 of my units doing so.
You have to understand, a character is precious, a mage is fragile, a mage character is therefore precious and fragile. Making him the general of a vampire army makes him even more precious. The enemy knows what happens if he dies. Give him a protection. A good one.
Mortis - May 13, 2007 12:21 PM (GMT)
Your average Necrarch shouldn't need a save. My lord setup works fine without one, and IIRC, Crosis runs a necrarch lord on winged nightmare with no save, and it wins him games.
Bloody_grot - May 15, 2007 07:10 AM (GMT)
yeah that;s what i thought. so should he be safe enough in the skele unit, or is there something more i can do?
Mortis - May 15, 2007 10:18 AM (GMT)
He should be safe in the skellies, yeah.
That said, your rod of flamin death necro would be better off with a scroll and periapt, and 2-strong units of host tend to be somewhat weak. I'd switch them for 3 more fell bats to make that unit a serious threat, and another pack of wolves.
Bloody_grot - May 16, 2007 05:15 AM (GMT)
Ok here is what i have figured out.
Lord
Vampire count, with 19 skele unit
- lvl 2 wiz (lvl 3)
- Biting blade, Nehekhara's Noble Blood, Dark Acolyte, Master of the Black Arts
Heroes
wight lord, with black knights
- barded nightmare
- Heavy Armour, Shield, Sword of the Kings, Gem of Blood
necro #1, with 10 zombies
- lvl 2 wiz
- Book of Arkhan, Dispel Scroll
necro #2, with 11 zombies
- lvl 2 wiz
- Staff of damnation
Core
19x skeletons
- Shield, LA, Hand weapon, Musician, Standard Bearer
20x skeletons
- Shield, Hand weapon, Standard Bearer
11x zombies
- Hand weapon
10x zombies
- Hand weapon
5x Ghouls
5x Ghouls
5x Dire wolves
5x Dire wolves
Special
9x black knights
- Barding, Heavy armour, shield, Hand weapon, lance, Musician, Standard Bearer
- Banner of the Barrows
3x Fell bats
3x Spirit hosts
Ok i re-read the rules on hellish vigor, i didnt see the "re-roll to hit" bit the first time, and now i have a higher opinion of it so gave staff of damnation to necro instead of ROFD.
gave vamp a biting blade for extra killy
i then juggled some points around, dropped a unit of skele's and muso + banner from zombies, and bought a third base of spirits and another 10 zombies. Now each necro has his own zombie bunker.
I gave the unit of 19 skele's light armour
I also swapped the equipment on my wightlord... if people think it was better the other way i will change back, and try to make room for a lance and shield...
i think that puts me at 1999pts, and i think it figures out most kinks, comments!
oh and Mortis the main reason i didn't just do what you said is about the models i have and what i would have to buy. It would have cost about $100 for me to add those units to the army (i have decided that converting the flying squigs is the way to go, no making them from scratch). However if i did ever get more fell bats which would be better, to have one unit of 6, or two units of 3?
Mid'ean - May 16, 2007 11:00 AM (GMT)
| QUOTE (Bloody_grot @ May 16 2007, 05:15 AM) |
| However if i did ever get more fell bats which would be better, to have one unit of 6, or two units of 3? |
Depends on what you plan to use them for. If march blocking and warmachine/lone mage hunting then 2 units of 3 will work. If you plan to use then for crossfire then use a unit of 6. Then you can take a loss as you cross the battlefield and still have US5 when you get behind their lines.