Lysandestolpe Posted March 1, 2018 Share Posted March 1, 2018 Arkhan the Black - 320 Necromancer - 110 Necromancer - 110 Mortis Engine - 180 5x Dire Wolves - 60 5x Dire Wolves - 60 5x Dire Wolves - 60 5x Dire Wolves - 60 x12 Spirit Hosts - 480 x20 Black Knights - 480 Lords of Sacrament Batallion - 70 Total 1990/2000 need some help with tweaks before I commit purchase and Painting wise. ^^ thank you so much! Link to comment Share on other sites More sharing options...
Richelieu Posted March 1, 2018 Share Posted March 1, 2018 I think a more durable list would have -5 wolves -3 spirits -10 black knights +1 vampire Lord +40 skeletons You gain 6 wounds and the vampire gets 3 heal/resurrection rolls. Link to comment Share on other sites More sharing options...
themortalgod Posted March 1, 2018 Share Posted March 1, 2018 The massive units of knights and spirit hosts simply won't be useful, most of the time most of the units won't be able to attack due to lack of space. You would be much better off with several smaller units imo. Plus you gain more from summonable benefits when you have more units. Link to comment Share on other sites More sharing options...
TheWilddog Posted March 1, 2018 Share Posted March 1, 2018 I am having a hard time not running at least 1 unit of 40 Skeletons in any Legion of Sacrament list, most of the time I want 2. So I would cut down the Knights/SH to make room for some bones. Link to comment Share on other sites More sharing options...
Arael_Greywings Posted March 1, 2018 Share Posted March 1, 2018 You might also consider a balewind vortex for either a necromancer or a vampire lord. With Arkhans Command Ability and the Vortex you can blow 30" Amaranthine Orbs, which should it double might be darn scary... Link to comment Share on other sites More sharing options...
Lysandestolpe Posted March 2, 2018 Author Share Posted March 2, 2018 @Arael_Greywings @TheWilddog @themortalgod @Richelieu Thanks for all the comments guys! My idea with the Black Knights is that they are very hard to remove form play and can spread out to lock up several units in combat. Healing back wounds and models with all gravesites and heroes. I could even put down mystic shield to get them even more durable. The spirit hosts can fly so jump over and attack from behind. But perhaps 6 of them would be enough. I'm trying to avoid skeletons as they are the go-to for Death armies atm. Perhaps I need a block to not lose every game tho Thanks again! Link to comment Share on other sites More sharing options...
Arael_Greywings Posted March 2, 2018 Share Posted March 2, 2018 20 minutes ago, Lysandestolpe said: @Arael_Greywings @TheWilddog @themortalgod @Richelieu Thanks for all the comments guys! My idea with the Black Knights is that they are very hard to remove form play and can spread out to lock up several units in combat. Healing back wounds and models with all gravesites and heroes. I could even put down mystic shield to get them even more durable. The spirit hosts can fly so jump over and attack from behind. But perhaps 6 of them would be enough. I'm trying to avoid skeletons as they are the go-to for Death armies atm. Perhaps I need a block to not lose every game tho Thanks again! Don't avoid the skellies^^ They make a really good Battleline, and you need 3 of them at 2k. Link to comment Share on other sites More sharing options...
Josh Posted March 2, 2018 Share Posted March 2, 2018 ive been running units of 9 spirit hosts, with a double pile in and damned is basically delete a monter / elite unit idk why people skim over them with fly and ignore rend is awesome for 360 points imo Link to comment Share on other sites More sharing options...
Lemon Knuckles Posted March 2, 2018 Share Posted March 2, 2018 According to my completely debatable Excel skills, Spirit Hosts are absolutely among the most point efficient damage dealers we have. Link to comment Share on other sites More sharing options...
themortalgod Posted March 3, 2018 Share Posted March 3, 2018 5 hours ago, Lemon Knuckles said: According to my completely debatable Excel skills, Spirit Hosts are absolutely among the most point efficient damage dealers we have. Interesting, though its also important to note that any sort of -1 to hit aura hurts spirit hosts more than most other units in the game. (about a 75% damage output reduction against a 5+ save enemy). They are also quite slow which is hard to quantify but does have an impact on how much damage they do. Spirit hosts are certainly strong, but it isn't quite as clear-cut as you suggest. PS: That spreadsheet is damn awesome dude, good job. Do you build them for all armies? Link to comment Share on other sites More sharing options...
Lemon Knuckles Posted March 3, 2018 Share Posted March 3, 2018 12 hours ago, themortalgod said: PS: That spreadsheet is damn awesome dude, good job. Do you build them for all armies? Hey thanks! It's new, and I'm still trying to refine it. Only have it for Death at the moment, but its pretty plug and play right now, so adding should be straight-forward. Link to comment Share on other sites More sharing options...
Lysandestolpe Posted March 3, 2018 Author Share Posted March 3, 2018 On 3/2/2018 at 9:49 AM, Arael_Greywings said: Don't avoid the skellies^^ They make a really good Battleline, and you need 3 of them at 2k. Well, I am not as concerned about having the spirit hosts delete units as I am to having them be a pain in the ass to take of the table. With the Spell Lore and slinging a ****** ton of them with this list, I do think I can debuff a bunch of units to get less attacks, less dmg, etc etc. Which makes them great, in addition to dealing mortal wounds. And I like that the models look hella cool! Yeah that spreadsheet looks awesome @Lemon Knuckles Well done indeed! Link to comment Share on other sites More sharing options...
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