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Made in au
Lady of the Lake






Hi, finally got back into list writing and came up with a scaling list to go from 1000 (tho actually 980) through 1500 then on to 2000. I'm kind of happy with it, but I'd like some opinions to kind of give it a little bit of help before I go out and start getting everything for it, so far I already have a terrorgheist so I'd like that to stay. I'm looking at getting the skeleton horde box to start it off properly which, among just liking the model, I've got Arkhan leading all this.

Anyway the lists.
1000 (980)
Arkhan
20 skeletons
20 skeletons
Terrorgheist
I don't leave myself all that much room down at 1k, but the idea that sparked all of it in the first place was Arkhan leading a small horde of skeletons, at first going all out in the units however I made them a little smaller to squeeze in a terrorgheist for variety and help against some tougher things I'm not sure a huge pile of skeletons would be able to handle.

1500
Arkhan
30 skeletons
30 skeletons
30 skeletons
3 Spirit hosts
Terrorgheist
I bring the skeletons up to what I feel is a better starting number for them, they could probably do better slightly larger but I'm not sure of that. Had 120 left so I threw in the spirit hosts to help out with taking on durable/rending units such as saurus guard.

2000
Arkhan
30 skeletons
30 skeletons
30 skeletons
terrorgheist
terrorgheist
2x morghast (or 6 spirit hosts)
Cairn wraith
For the jump to 2000 I just boosted up the power of the list a bit going with a second terrorgheist for those screams and as for the morghast I intend to mostly use the harbingers but I feel like I could possibly leave those 240 points open for summoning them, the more durable ones or spirit hosts. Kind of indecisive between them and 6 hosts though. The cairn wraith is simply because I had 60 points left over at the end, although he doesn't seem too bad at least.

   
Made in se
Regular Dakkanaut




Hey, I'm not so sure about these lists. I think you're going overboard with the skeletons - I think exchanging at least the third unit for other things, such as for example grave guard, would be better. With these types of lists you also need a wight king for sure, and you should probably look into the legion of death formation.

At 1000 points:
I think having both Arkhan and the terrorgheist in this list is too much. Choose one of them, and replace the other one with a wight king, grave guard, black knights and the legion of death formation. Also, change the skeleton units from 2x20 to 3x10 for the sake of the formation. 20 skeletons is just the wrong number in my experience - they are too many to be effective with hand weapons, and they are too few to be effective with spears. I would run them as 3x10 with hand weapons instead.

At 1500 points:
Once again, legion of death. Here I would run 1x30 skeletons with spears, and 2x10 skeletons with hand weapons to make room for the wight king, tomb guard and black knights.

At 2000 points:
I wouldn't get another terrorgheist here, unless you absolutely love them. Building on my previous suggestions, I would make a list similar to this:

Arkhan the Black
Wight King
Necromancer
30x Skeletons
10x Skeletons
10x Skeletons
10x Grave Guard
5x Black Knights
3x Spirit Hosts
2x Morghasts
Terrorgheist
Legion of Death

I think this list would be much more flexible and synergistic than the one you suggested.
   
Made in au
Lady of the Lake






Oh, I'd just dismissed units of 10 skeletons as a bit useless.

   
Made in se
Regular Dakkanaut




Oh no, they do have their uses. They are not going to kill anything, but playing scenarios is not about who kills more, it's about who completes the objectives. 10 skelly units can be used for a lot of things - they can be left to camp objectives, they can be used to block charges, ensuring that you get to counter charge the following turn, they can be used to bind up or delay enemy heroes or monsters from reaching your important unit, and so on. They are small, sacrificial units that you can throw away just to annoy and be in the way for your opponent.
   
Made in au
Lady of the Lake






I've not really been a fan of sacrificial units in the past, tough i suppose they have their uses. Just sort of thinking all around as taking on straight up kill matches and objectives too.


Automatically Appended Next Post:
So I have looked into some more stuff and learnt the magic of danse macabre along with a vampire lord (wight king with black axe is cool but temporarily out of stock, I also figured the change from deathrattle to death units being the targets could also add in some more versatility when it came to the other units I was interested in; morghasts and spirit hosts.

So a quick 1000 I threw together without Arkhan looks like this
1000
vampire lord (ruler of the night, ring of immortality, blood chalice)
necromancer
tomb banshee
20 skeletons
20 skeletons
Terrorgheist

Which I think worked out to something like an amazing 124 attacks from one of the skeleton units itself, I would get the same with a wight king however for 20 less, instead of the 41 I would have been getting with Arkhan around. Not to mention the added durability of that second 5+ from ruler of the night. It's kind of along the lines of your suggestions but a bit different again, I'm just not really a fan of the black knight models; although that bonus 4" move in the hero phase seemed useful. With this I realise the necromancer will probably be the first thing to die in most of my games, so I suppose the terrorgheist will be played kind of agressively to draw attention away from him.

This message was edited 1 time. Last update was at 2016/07/29 18:06:06


   
Made in au
Lady of the Lake






Worked out some more lists, but for 1500
1500
vampire lord
necromancer
necromancer
tomb banshee
20 skeletons
20 skeletons
20 skeletons
3 Spirit hosts
3 Spirit hosts
Terrorgheist

or

1500
vampire lord
necromancer
wight king with banner
tomb herald
tomb herald
20 skeletons
20 skeletons
20 skeletons
3 Spirit hosts
Terrorgheist

I like the idea of the heralds acting like batteries for the vampire lord basically, like they basically add an extra 5 wounds to them each. Which felt useful considering I'm expecting them to be sniped turn 1 by camo skinks or teleporting stormcasts really. I have a redundant necromancer in the first of the two to try to keep danse macabre around longer, but I think with his ability and these three banners among the wight king and two heralds I'll have the durability I need in regenerating skeletons. Heralds I feel became better once the grand alliance comes into it since they can tank for the other heroes but now get a 6+/5+ save against the mortal wound they take for it at least and stuff like the tomb blade can keep them going for sticking around with the general. The banshee sounds fun, but it feels like I'm tipping towards a more elite force as it is at the moment and I need to be careful with that otherwise I'll struggle with some parts of this list. As for how to arm the skeletons I'm currently thinking if I should go hand weapons or spears still, they're 20 strong so I'd get them all in with spears but with hand weapons hitting more often I may get enough of them into base contact to have about the same output anyway. The problem is I want to have a vampire on foot for its spell, which I think is useful, and its command ability mostly. To bulk this out to 2000 from here I'd probably look at adding onto the skeleton units and maybe more spirit hosts rather than a second terrorgheist now at least. Maybe even stuff like skeleton archers although I think they'd need to be a unit of 20 to start off as well to counter their 5+ to hit with numbers and the bonus shots. Finally a liche priest seems useful as well with his spell to give a bonus attack on 6s to hit (which fun enough can affect harbingers), given the 20 man skeleton units are already rolling something like 124 attacks, it's probably going to work out to something like an extra ~22 attacks, his automatic dispell ability seems like it can come in handy.

   
 
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