Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
InvkrMainr

Deathmarch in 2019

Recommended Posts

Hello All.

What are your thoughts on Deathmarch in 2019? 

 

Obviously we have Ianob's list which looked really good and solid, but obviously since then has been nerfed a fair bit.

 

Most importantly, you can't take under point armies for any real reason, and the cloak has been nerfed.

 

With that said what would you change to the list? I figured, more warriors because why not.

But what about the artefacts? I can't really think of a great one to go on the VloZD or Wight King (Infernal Standard still I guess?)

Share this post


Link to post
Share on other sites

I play Deathmarch in a Grand Host list.

Not super competitive but OK. I like to use Cogs to make them even faster and charge in with Black Knights.

As for artefacts... yeah none of them are too great.  I often use the Lantern to debuff enemies a bit, and give the timeglass to my General because that way he can at least do something without going into combat. Sometimes it does a few wounds on a squishy hero.

A list can look roughly like this:

Allegiance: Grand Host of Nagash

Leaders
Wight King with Baleful Tomb Blade (120)
- General
- Trait: Lord of Nagashizzar
- Artefact: Grave-sand Timeglass
Vampire Lord on Zombie Dragon (440)
- Vampiric Sword & Shield & Chalice
- Artefact: Balefire Lantern
Necromancer (130)

Battleline
40 x Skeleton Warriors (280)
- Ancient Spears
10 x Skeleton Warriors (80)
- Ancient Blades
10 x Skeleton Warriors (80)
- Ancient Blades
10 x Grave Guard (140)
- Great Wight Blades

Units
10 x Black Knights (240)
2 x Morghast Harbingers (210)
- Spirit Halberds

Battalions
Deathmarch (160)

Endless Spells / Terrain / CPs
Chronomantic Cogs (80)
Soulsnare Shackles (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 126

 
  • Like 1

Share this post


Link to post
Share on other sites

I always play DM, and use15 bk and 30 Gg for sure.  Timeglass for wk, and ethereal amulet for the drake (general).

  • Like 1

Share this post


Link to post
Share on other sites
6 hours ago, phlp said:

why do you prefer the timeglass over the diadem?

Because we don't need survivality for our deathrattle, because with 1 cp we can revive them, with the timeglass you can make damage(or kill) to 1 hero with 5 wounds or maybe to another big one (for the early focus).

  • Thanks 1

Share this post


Link to post
Share on other sites
8 hours ago, Grimoriano said:

Because we don't need survivality for our deathrattle, because with 1 cp we can revive them, with the timeglass you can make damage(or kill) to 1 hero with 5 wounds or maybe to another big one (for the early focus).

You're still going to need the Wight King alive in order to use the timeglass, so it's a risky strategy if your opponent has any ranged attacks.

Share this post


Link to post
Share on other sites

and what about swapping the VLoZD for Mannfred? 

Do cogs + the banner of Black Knights stack for guaranteed 8" charge?

Share this post


Link to post
Share on other sites
1 hour ago, RuneBrush said:

You're still going to need the Wight King alive in order to use the timeglass, so it's a risky strategy if your opponent has any ranged attacks.

Diadem is for the minions haha, because it just give to the Wk 1 more wound... so... i prefer give him the timeglass and give to the oponenent more threats to focus (15 bk, VLoZD, 30Gg...). The wk's function is to do D3 dmg and give the +4" move in turn 1, if he survive 👏🏻, but... is not necesary.

  • Like 1

Share this post


Link to post
Share on other sites

So which list do you think is better right now for Deathmarch?

15 BK + 30 GG + VLoZD + 3x10 skellies

10 BK + 30GG + VLoZD + 40/10/10 skellies

I don't know about it because having another big unit of 40 skellies seems quite tempting in order to increase bodies on the army (it seems pretty low otherwise). and I don't know if 5 extra BK are that worthy then, specially considering that it won't be easy to get all them in combat at once most of the times.

On the other hand, which one of these is better to choose?

Grand Host of Nagash for Lords of Nagashizzar and Ossific Diadem (+1 attack and an extra 6+ save for BK thanks to the Wight King on Steed)

Legion of Sacrament for the 3'' extra movement, which may be nuts along with the 4'' from Deathmarch (but not much benefit otherwise)

Edited by ogmaadn

Share this post


Link to post
Share on other sites
23 hours ago, ogmaadn said:

Legion of Sacrament for the 3'' extra movement, which may be nuts along with the 4'' from Deathmarch (but not much benefit otherwise)

You're bound to have casters as well and the +1 really helps. The Master's Teachings is pretty nifty as well... if you remember it. Sacrament's my go to Deathmarch legion.

That plus 4, by the bye, along with Mastery of Death gives knights a threat range of 25" minimum. Throw them in, do damage, let them die, then bring them back. 

Edited by lare2

Share this post


Link to post
Share on other sites
On 11/18/2019 at 6:34 PM, lare2 said:

Throw them in, do damage, let them die, then bring them back. 

This is one of the reasons why I think a unit of 10 Black Knights is most of the times better than a 15-Knight block, because resurrecting 10 Knights is  easier than 15, where you would need quite more space around gravesites that the enemy can deny more easily) Other reasons for that are:

* Dropping those extra 5 Knights (and also 1 of those extra command points that you would be getting) allows you to increase one of your 10 skeleton units to 40, which gives you another big threat that the enemy has to focus on, as well as a much better objective control on the board

* Getting all the 15 Knights into combat when charging is not  going to be possible sometimes, specially against some armies or some scenarios, so then you are losing  the main point of playing more Knights (damage output when charging); I feel that in most cases it is not gonna make an actual difference whether charging with 10 or 15 Knights

* You are also losing some resilience and survaibility missing those 10 extra wounds, but since the aim is precisely letting them die to resurrect them again faster and more easily, that's not really a downside

* So, even if you manage to charge with 15 Knights, then they will die slower than 10, and after that it might be more difficult to bring them back as well, whereas 10 Knights will die faster so that can be back sooner and ready to make another charge. This could lead to a comparison where you are comparing a 15-Knight charge vs 2 charges of 10 Knights (to me the latter is the winner for sure, since it can make a huge difference choosing a different target on the battlefield and doing a lot of damage once again)

Do you think the same?

Edited by ogmaadn

Share this post


Link to post
Share on other sites
3 hours ago, ogmaadn said:

Do you think the same?

Space for resurrection is definitely something that needs to be kept in mind. 

Aye, I run 2×40 skelly blobs. They're brutal... just really hurts your back shifting them every turn!

On the charge, if I can get 8 into combat I'm happy. I normally play on scenery heavy tables though mind. 

Dying's the name of the game 👍 I really don't care about our units dying. That's exactly what they're there for and it's what we specialise in.  Normally takes my opponent a while to figure that out.

Share this post


Link to post
Share on other sites

I ran this list in a small tournament ended up playing against Slaanesh and FEC.

The black knights got some work done. Ended up beating both armies. Slaanesh is able to completely kill all the black knights with a keeper, but the blocks of skeletons and grave guard took care of everything else. Brought back black knights and just cleared objectives. 
FEC was a different story. He didn't believe that I can alpha strike with the black knights and I took out 30 ghouls with my black knights. He killed them and I brought them back and then charged the rest. He was down to just one GKoTG by turn 3. And I was still full army on the table minus my white king.

overall I think the sacrament gives you the speed you need to alpha strike. And killing a unit on a gravesite gives you a unit back on a 5+. This is the real winner here. I thought about using death march in other legions but nothing can touch the speed and the fuckery that is bringing 15 black knights back when you kill a Keeper on a gravesite.

D99CCF13-6D19-4122-86CD-2D5E49D8912E.png

Share this post


Link to post
Share on other sites
On 11/8/2019 at 11:47 AM, InvkrMainr said:

Hello All.

What are your thoughts on Deathmarch in 2019? 

 

Obviously we have Ianob's list which looked really good and solid, but obviously since then has been nerfed a fair bit.

 

Most importantly, you can't take under point armies for any real reason, and the cloak has been nerfed.

 

With that said what would you change to the list? I figured, more warriors because why not.

But what about the artefacts? I can't really think of a great one to go on the VloZD or Wight King (Infernal Standard still I guess?)

What's Ianobs list? Have a link?

Share this post


Link to post
Share on other sites
On 12/18/2019 at 4:19 AM, WillofNagash said:

What's Ianobs list? Have a link?

There ya go... but it’s quite old (3 extra cp) and such lists require a lot of skillz in unit positioning and target priority (that I totally lack)...

why the link is showing a picture of my necros pimp Waggon is a mystery to me?! 

Edited by Honk
  • Thanks 1

Share this post


Link to post
Share on other sites

Running this on weds, undecided about whether to run block of 30 grave guard or as with this list, 20? Thinking is that getting turn one Vanhels off is pretty crucial if the black knights are gonna drop the beastly alpha this list is designed for them to do. So, corpse cart seems solid in that case. Or, dice the 6+ casting in exchange for a scarier blob of GG? Hmmm.

DF13AF03-E93C-454F-BFF9-ED13703F3C6E.png

05187A5B-57A5-426B-B61D-E6D7F1A5D5DC.png

Share this post


Link to post
Share on other sites
4 hours ago, warhammernerd said:

Running this on weds, undecided about whether to run block of 30 grave guard or as with this list, 20? Thinking is that getting turn one Vanhels off is pretty crucial if the black knights are gonna drop the beastly alpha this list is designed for them to do. So, corpse cart seems solid in that case. Or, dice the 6+ casting in exchange for a scarier blob of GG? Hmmm.

 

What is the corpse cart doing?  Doesn't really feel like it is doing much in that list.  I like the idea behind the rest of it, seems really solid but you definitely will struggle against any army that needs to be taken down by mortal wounds.  Also any high rend opponent is going to have a field day unless you save your CP to bring things back once they get shredded.  Are direwolves allowed in Deathrattle?  If so I would be tempted by some fast objective grabbers to complement your 2 big blocks (Graveguard and Knights).

Share this post


Link to post
Share on other sites
11 hours ago, Death1942 said:

What is the corpse cart doing? 

I do like it for the +1 to cast and reroll invocation rolls...

 

on the other handside the deathrattle list is so reliant on CPs, I don’t think it‘s viable anymore. Your first two are used up for your alpha and after that...

the original (!!iirc!!) had three extra so starting with four CP instead of two.

Share this post


Link to post
Share on other sites

Yeah the CP drop at beginning does leave you a little wanting. Perhaps use aetherquartz brooch? Seems a shame to write of deathmarch cos of the new CP limitations.

Re running dogs, canny with this list if you want low drop and batallion to get turn one charge. VLoZD provides some much needed rend as does the GG blob.

But yeah, it’s not ideal.

Share this post


Link to post
Share on other sites

Having a look at this... 

VLoZD - Mastery of Death, Spiritcage, Vile Transferance 

Wight King - Steed, Shroud of Darkness

Necro - Overwhelming Dread

40 Skellies - Spears

10 Skellies - Swords

10 Skellies - Swords

30 Grave Guard - Greatblades

5 Black Knights

Corpse Cart - Brazier

Death March

Geminids

Extra CP

 

Death March moves 7" in the move phase then moves again in hero phase. Then it's just an endurance game with debuffs, regen and numbers to make it work with reliable +2 casting. Artefacts are to keep Wight King alive and buff the bone boys when the VLoZD kills stuff. Black Knights are at 5 to make them a disposable, maneuverable harrasment that can be bought back often. 

Thoughts? 

Share this post


Link to post
Share on other sites
On 1/15/2020 at 7:28 AM, Charlo said:

Death March moves 7" in the move phase then moves again in hero phase. Then it's just an endurance game with debuffs, regen and numbers to make it work with reliable +2 casting. Artefacts are to keep Wight King alive and buff the bone boys when the VLoZD kills stuff. Black Knights are at 5 to make them a disposable, maneuverable harrasment that can be bought back often. 

Thoughts? 

I personally think Black Knights at 10 and should be your hammer.  The 1cp to bring the whole unit back plus the double attack from the Necro spell are how I abuse mine.  In saying that if you can shift the graveguard up they can fill a similar role (not sure if they have summonable?  Haven't touched them in ages).  The big power play of black knights to me is to charge them in and try and wipe out units before they get completely wiped out, then you bring them back and because they are so fast and good on the charge they get to do their power combo all over again.  Dire wolves are better if you want to take 5s as they are cheaper and screen better in my opinion.

Share this post


Link to post
Share on other sites

Grave Guard are indeed Summonable! I get the thinking in Black Knights being the hammer but in my experiences 10 cavalry models just don't all make it in to fight and would be awful to resummon; too large a footprint. I can't really fit the dire wolves in due to battalion restrictions and not many points to play with. 

I'm wondering if the VLoZD is a bit of a big piece for the theme though, I could up a lot of numbers by changing him out but then my general options are all a lot squishier and the Mastery of Undeath aura a lot smaller (base size!) 

Share this post


Link to post
Share on other sites

I think you should always aim to have at least one big thing like a VLoZD, worst case scenario is your opponent focuses it down and spends their whole turn killing it.  Although if you go down that route you should really be taking the Ethereal amulet to maximize the chance of him making it into combat.

Share this post


Link to post
Share on other sites

Tournament doesn't allow Realm artefacts or I would! 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...