LordRogalDorn Posted November 10, 2016 Share Posted November 10, 2016 I am looking to start a death army in the near future and would like some constructive criticism on this list idea 1 vampire Lord on a Zombie Dragon, General, Red Fury, Cursed Book 1 Vampire Lord with wings 30 skeleton Warriors 20 Skeleton Warriors 20 Zombies 5 Blood Knights 1 Mournhul 2 Morghast Harbingers 200 pts on the dot Any thoughts? Link to comment Share on other sites More sharing options...
MikeGreen Posted November 10, 2016 Share Posted November 10, 2016 At least 40zombies. Or none at all About skeletons: with swords unit of 10 With spears unit of 40 Link to comment Share on other sites More sharing options...
Solaris Posted November 11, 2016 Share Posted November 11, 2016 As MikeGreen said, shift 10 Skeletons around so that you have one unit of 40 and one unit of 10. Give the 40-man unit spears, and the 10-man unit swords. 20 Zombies are not going to do you much good - you might as well drop them to 10, and use the remaining 60 points on something else. Either to make some other changes to the list, or you could throw in a unit of Dire Wolves which is a fantastic charge screen. Link to comment Share on other sites More sharing options...
Alexxk Posted November 11, 2016 Share Posted November 11, 2016 Also the Vampire lord with wings only makes sense if hes general. I would swap him for a necromancer! Link to comment Share on other sites More sharing options...
Malakithe Posted November 11, 2016 Share Posted November 11, 2016 Or drop all your battleline to minimum so you can focus on other stuff Link to comment Share on other sites More sharing options...
Razorfate Posted November 11, 2016 Share Posted November 11, 2016 I would advise 2 units of bloodknights, so they can charge one after other and devastate, especially with zombi dragon's reroll. Direwolves are excellent screens for bloodknights. As @Alexxk said, necromancer would be better than VL in your skeleton heavy list. Link to comment Share on other sites More sharing options...
LordRogalDorn Posted November 11, 2016 Author Share Posted November 11, 2016 Thank you all for your suggestions! I have come up with two different versions of the list. Which looks like a better list for playing in GH missions? 1 vampire Lord on a Zombie Dragon, General, Red Fury, Cursed Book 1 necromancer 40 skeleton Warriors with spears 10 Skeleton Warriors with swords 10 Skeleton Warriors with swords 5 Blood Knights 5 dire wolves 1 Mournhul 2 Morghast Harbingers 2000 pts on the dot 1 vampire Lord on a Zombie Dragon, General, Red Fury, Cursed Book 1 Tomb Banshee 1 Tomb Banshee 10 skeleton Warriors with swords 10 Skeleton Warriors with swords 10 Skeleton Warriors with swords 5 Blood Knights 5 Blood Knights 1 Mournhul 2 Morghast Harbingers 2000 pts on the dot I feel like the first list will do better at holding objectives, but the second list looks like it will have more staying power and more offense. Thoughts? Also, how good are chaos knights for converting into blood knights? Link to comment Share on other sites More sharing options...
TerrorPenguin Posted November 11, 2016 Share Posted November 11, 2016 Don't forget that as a death player you don't need to finalise your list before you start. You could allocate reinforcement points and then make the choice (e.g. Between bats or banshee) depending on the game. Facing a shooty army - summon bat swarms; charges - zombie line as chaff; three places of power - banshee is a hero to capture objectives. I am coming round to the idea of using summoning more and more Link to comment Share on other sites More sharing options...
LordRogalDorn Posted November 11, 2016 Author Share Posted November 11, 2016 I was thinking I could keep the Morghasts out, and summon them with the necromancer first turn on a balewind vortex and try for a first turn charge with those guys. But your point about summoning the banshees is a good one. Link to comment Share on other sites More sharing options...
Malakithe Posted November 11, 2016 Share Posted November 11, 2016 If your taking Morghast you keep the Archai out but summon Harbingers for that reach they get. Summon distance plus 3 dice charge at 18". Use them to kill heroes and stuff in the back. Link to comment Share on other sites More sharing options...
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