Dongilles Posted June 12, 2019 Share Posted June 12, 2019 Hello all, for my upcomming tournament list I need to do some final tweaks ( if GHB 2019 does not ****** the points up to much) this is my current list Allegiance: DeathLeadersNagash Supreme Lord of the Undead(800)- General- Lores of the Dead Spell 1: Fading Vigour (Deathmages)- Lores of the Dead Spell 2: Decrepify (Deathmages)- Lores of the Dead Spell 3: Amaranthine Orb (Vampires)Necromancer (110)- Lore of the Deathmages: Overwhelming DreadVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Vile TransferenceBattleline5 x Dire Wolves (60)40 x Skeleton Warriors (280)- Ancient Blades40 x Skeleton Warriors (280)- Ancient BladesUnits5 x Black Knights (120)Endless Spells / TerrainPrismatic Palisade (30)Umbral Spellportal (60)Total: 1880 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 126 I have 120 points to spare and need to pick an artifact. regarding the points, i have some doubts between extra wolfs, black knights or spirit hosts or... something. and what artifact would do good in this list? I normally use the timeglass but has never really done anything for me Link to comment Share on other sites More sharing options...
warhammernerd Posted June 12, 2019 Share Posted June 12, 2019 I’d sack off orb and take Pinions, and take Balefire Lantern. That item is a total workhorse. Stick it vamp lord and fly him around with Nagash, pain in the ass. Link to comment Share on other sites More sharing options...
Dongilles Posted June 13, 2019 Author Share Posted June 13, 2019 9 hours ago, warhammernerd said: I’d sack off orb and take Pinions, and take Balefire Lantern. That item is a total workhorse. Stick it vamp lord and fly him around with Nagash, pain in the ass. I know a lot of people use Pinions instead of the orb but I never need my Vampire lord or Nagash to have the 5 extra inches and they both already fly. Because the rest of the army is farly slow they can easily keep up and do what they want. The Balefire Lantern is a great idea! This would work great with Nagash and all debuff spells Link to comment Share on other sites More sharing options...
warhammernerd Posted June 13, 2019 Share Posted June 13, 2019 +10 on Nagash on a 9+ is a terrifying threat. Every turn you make the casting, if it goes off 19” + 2d6 charge is mega. Orb is tooo swingy. Link to comment Share on other sites More sharing options...
Dongilles Posted June 13, 2019 Author Share Posted June 13, 2019 14 minutes ago, warhammernerd said: +10 on Nagash on a 9+ is a terrifying threat. Every turn you make the casting, if it goes off 19” + 2d6 charge is mega. Orb is tooo swingy. thats true on a natural roll of 9+ the potential is huge and it would be good to charge more often with Nagash. Most of the times I keep him more in the back because I do not want to lose him. Do you also have some tips for the 120 points I have to spare? Link to comment Share on other sites More sharing options...
warhammernerd Posted June 13, 2019 Share Posted June 13, 2019 More black knights x Link to comment Share on other sites More sharing options...
Honk Posted June 13, 2019 Share Posted June 13, 2019 5 hours ago, Dongilles said: Do you also have some tips for the 120 points I have to spare? I‘d invest in wolves... 10puppies are fast and sturdy objective grabbers. Never had any luck with black knights, but your mileage... (No knights or palisade-> corpse cart and total of 2x 10 puppies) but that’s just my love for 3+ dogs in the woods (5+, cart, terrain) XD Link to comment Share on other sites More sharing options...
Evil Bob Posted June 13, 2019 Share Posted June 13, 2019 If this is a GHoN allegiance I’d drop the Black Knights and bring two Morghasts with Spirit Halberds. They do flanking better than Black Knights. If flanking isn’t needed that can be used for a wide area surgical threat. Other than them being at the mercy of so few Attack dice even if they just end up supporting skeletons they will find a job to do. Link to comment Share on other sites More sharing options...
warhammernerd Posted June 14, 2019 Share Posted June 14, 2019 Knights are summonable, that’s the big diff Link to comment Share on other sites More sharing options...
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