Switch Theme:

[2000] - Death - Vampires  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Death-Dealing Devastator






I am looking to start a death army in the near future and would like some constructive criticism on this list idea

1 Vampire Lord on Zombie Dragon, General, Red thirst, Book
1 Vampire Lord with wings

30 Skeleton Warriors
20 Skeleton warriors
20 Zombies

5 Blood Knights
1 Mourngul
2 Morghasts Harbingers

2000 pts on the dot

Any thoughts?

 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Why mix zombies and skeletons? It will work best if you commit one way or the other. In your case id suggest skeletons.
   
Made in us
Death-Dealing Devastator






Zombies are cheaper, and I needed to find a way to get those 40pts. I thought 20 zombies would be better than 10 skeletons and 40pts left over.

 
   
Made in us
Regular Dakkanaut




I'd probably go for a 40/10 split on the skeletons. As it is they lose an attack as soon as they take a single casualty.

Also, is the second Vampire worth it? You can only use one command ability, so I'm not sure you are really getting full value out of the second vamp. You could save 20 points by swapping to a Necromancer, which would in turn allow you to drop 10 zombies for 10 more skeletons (or spend the 80 points elsewhere).

The more I think about it, the more I wonder about the battleline choices. Usually it's best to fully commit (full size) or go for minimum size "battleline tax". In this case you could go for:

Vampire Lord on Zombie Dragon
Necromancer

40 Skeletons
10 Zombies
10 Zombies

5 Blood Knights
1 Mourngul
2 Morghast Harbingers


Leaving you 100 points to play with.
   
Made in us
Death-Dealing Devastator






I'm beginning to come around and see that the second vampire lord is not worth the points. And I feel like 10 skeletons will be better than 10 zombies for trying to stay alive on objectives. So how about something like this?

Vampire Lord on Zombie Dragon
Necromancer

40 Skeletons
10 Skeletons
10 Skeletons

5 Blood Knights
5 Dire Wolves
1 Mourngul
2 Morghast Harbingers

Also, what is the general feeling and in the context of this list on Morghast Harbingers vs Morghast Archai?


 
   
Made in ph
Scouting Shadow Warrior




I think Harbingers are great as blitzers. Although you already have some of this with your dire wolves and blood knights, it's main advantage over those two units is that it can fly and has a 3d6 charge. It would run as a great decoy to keep warmachine fire off of your zombie dragon and mourngul as it presents itself as a far more immediate threat.

I personally prefer archai, however. as -2 rend is quite rare and you already have enough massed attacks for low armor enemies, I think you will also appreciate something that can reliably punch through 3+ armour saves
   
Made in us
Regular Dakkanaut





Personally, I prefer the Harbingers if I am going to summon them. With the restriction that summoned units have to be 9" away from enemies and Harbingers on average charging 10", I find great value in them as shock troops, both in the normal sense and the ability to be anywhere that I need them most.

I have a battalion in my army, so I don't mind giving my mobile ghoul king the Blade of Unholy Power to auto-summon without the chance of dispelling the Harbingers.

Archai are better if you are starting out with them and want a -2 rend unit to really chop through things. Things with low enough saves though and the weight of attacks from Harbingers will about equal out to the Archai.
Harbingers have the chance for higher dice spikes, where more than an average number of attacks hit / wound / failed saves and can chew through a unit.

ITC 2016 - Best of Harlequins  
   
Made in us
Death-Dealing Devastator






Thanks for the feedback on the Morghasts. I think I will switch to the archai because of that sweet sweet rend -2 that my list is missing.

 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: