Malakithe Posted November 7, 2016 Share Posted November 7, 2016 New list idea! Centered around the Legion battalion. Arkhan The Black Mortarch of Sacrament (340)Wight King with Baleful Tomb Blade (120) - General - Trait: Ruler of the Night - Artefact: Ring of Immortality Necromancer (120) - Artefact: Ring of ImmortalityUnits Skeleton Warriors x 10 (80) - Ancient Blade & Crypt or Tomb Shield Skeleton Warriors x 10 (80) - Ancient Blade & Crypt or Tomb Shield Skeleton Warriors x 10 (80) - Ancient Blade & Crypt or Tomb Shield Black Knights x 10 (240) Grave Guard x 25 (400) - Wight Blades & Crypt Shields Morghast Harbingers x 2 (240) - Summon Spirit Hosts x 3 (120) - Summon Spirit Hosts x 3 (120) - SummonBatallions Legion of Death (60)Total: 2000/2000 Grave Guard will be the main block with buffs from the Necro and King. The BK will follow Arkhan of act as a screen. Arkhan will summon the Harbingers and Spirit Hosts. Not sure how effective his would be but it sounds decent. I'd prefer a list with a VLoZD+Arkhan but can't think of what to fill it with. Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted November 7, 2016 Share Posted November 7, 2016 A local player ran a list quite similar to this, and I'll warn you that it turned out to be surprisingly-easy to just hammer the Grave Guard unit until it started taking Battleshock, and thus it started crumbling into irrelevance. Depends on your opponent mind, but you'll have to make sure they move up well-supported, as without them your damage output falls solely on the Spirit Hosts and Morghasts, (Black Knights just don't really deliver, especially after the charge.) Link to comment Share on other sites More sharing options...
Malakithe Posted November 7, 2016 Author Share Posted November 7, 2016 Right that makes sense. Such is the risk anyone takes with big blocks or something large and scary. The general idea is for the King and Necro to stay with them to buff and help out so they can move forward quickly while normal skellies provide flank charge protection or shamble off to objectives. The BKs are Arkhans escort since they have he speed to keep up. Spread them out to keep him from being charged so he an either summon stuff or provide magic support. That's the general idea anyway. Still Ossining ideas around. Link to comment Share on other sites More sharing options...
mmimzie Posted November 7, 2016 Share Posted November 7, 2016 Hmmm the just one unit as a threat really is tough to pull off. I really think maybe you want a 6 man spirit unit of a arcai unit. so you can spread your threats. otherwise throw away units might be your bane. You may co sider droping the spirits for arcai as arkan is basicly 2 balista and he effectively has 2 arcane missle spells. Which will do what your spirits want to do, but at range. You may connsider owning a few bansees as they are effectively a longer range arcane missle with summoning. Do you think you could prevent yourself from getting bogged down?? not sure the grave guard will be killy enough to bow througj junk in thier face. Link to comment Share on other sites More sharing options...
Malakithe Posted November 7, 2016 Author Share Posted November 7, 2016 Hmm I see what your saying. So drop the Spirit Hosts and add another unit of Morghast. The Harbingers are better for summoning so they can charge with 3 dice to take out heroes. So I could start with Archai on the board? Link to comment Share on other sites More sharing options...
mmimzie Posted November 8, 2016 Share Posted November 8, 2016 Yeah summoning arcai doesnt do too much better to start them on the board. Will make your harvinger summoning that much easier as well. Link to comment Share on other sites More sharing options...
Malakithe Posted November 8, 2016 Author Share Posted November 8, 2016 I'm going to come up with another list too. I want to include the VLoZD in a list too Link to comment Share on other sites More sharing options...
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