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Title: Necrarch Vs O&g (2250p)


Bauglir - September 19, 2007 01:05 PM (GMT)
These are both my necrarch lists
Keep in mind that I want the death lore for my Lord.
Also, gratitudes to N.I.B.'s Death lord list.

Lord: Lv3; noble blood (lv4); unholy cynosure, forbidden lore; master of black arts
necromancer: lv2; rod of flaming death
necromancer; lv2; book of arkhan, dispel scroll

skellie (19): full command
skellie (20): full command
zombie (26): standard
zombie (10)
dire wolves (5)
dire wolves (5)
ghouls (7)
ghouls (7)
black knights (10): full command; baner of barrows
bats (5)
bats (5)
banshee
banshee

in total: 2250

Or, alternative
As above, save
1 skellie unit up to 21 skellies
zombies dropped to 20
banshees dropped for black coach

in total: 2250

So, which one would you pick and why?

Thanks

Assur - September 19, 2007 01:46 PM (GMT)
Same as with your Lahmian list. Orcish war machines and giants could mean instant death for the coach so it's better to stay with the banshees.

Bauglir - September 19, 2007 04:02 PM (GMT)
Assur thanks mate

I'll leave the black coach approach, and I prefer banshees anyway. I just still need to choose between lahmia and Necrarch :lol:

Yours

N.I.B. - September 19, 2007 09:12 PM (GMT)
What get the Death Lords wins against O&G is forcing a multitude of panic tests. Banshee's help you with that, even if I like the Black Coach, they can rock the flanks of most O&G armies.

Banshees are really nice after 2-3 unchecked Drain Life's, they can finish units off (even Giants) and if not, their Howls are often enough to cause panic in depleted units. Banshees FTW!


Vic - November 25, 2007 05:55 PM (GMT)
Another cool thing with the banshees and death magic is that Doom and Darkness! virtually makes them "2d6 + 5 - Ld"; instead of "2d6 + 2 - Ld" ^_^




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