Mortarch Posted January 29, 2017 Share Posted January 29, 2017 Hey all, hoping for some some comment on the below list. The general strategy is to use the move buffs to get the large skellies to the middle of the board and tarpit, with the buffers protected immediately behind them with the other small skellies. The black nights and settra to take one of the flanks and get in quick. In terms of any suggested changes, I have millions more skellies... plus morghasts, black coach, Arkhan, 3 chariots. LeadersSettra The Imperishable (360)- GeneralTomb Herald (100)- Mount: Skeletal Steed- Artefact: Ring of ImmortalityNecrotect (100)- Artefact: Black AmuletNecromancer (120)- Mount: Nightmare- Artefact: Ring of ImmortalityWight King with Baleful Tomb Blade (120)- Artefact: Tomb BladeBattleline30 x Skeleton Archers (300)- Tomb Kings Battleline10 x Black Knights (240)- Deathrattle Battleline40 x Skeleton Warriors (320)- Ancient Blade & Crypt or Tomb Shield10 x Skeleton Warriors (80)- Ancient Blade & Crypt or Tomb Shield10 x Skeleton Warriors (80)- Ancient Blade & Crypt or Tomb ShieldUnits5 x Grave Guard (80)- Great Wight BladeBattalionsLegion of Death (60)Total: 1960/2000 Any thoughts? Link to comment Share on other sites More sharing options...
chunk85 Posted January 29, 2017 Share Posted January 29, 2017 Black Knights can be unwieldy, the larger bases means you cant get them to attack with their pitiful 1" range. For the same points as 5 Knights you can get 10 Wolves, roughly the same statline. The Necromancer has his own rules for avoiding being hurt, I dont neccessarily think the ring is worth the points on him. A second necromancer would have the same effect as well as an extra spell to cast. I dont know enough about dusty bones to comment about their effectivenss, sorry. Link to comment Share on other sites More sharing options...
RuneBrush Posted February 1, 2017 Share Posted February 1, 2017 Just a couple of preliminary thoughts. Ring of Immorality now requires summoning points set aside in order to use it in matched play. You've allocated too many artefacts - your army receives one and then you get one for each battalion in use. So for the above you receive 2 artefacts in total. The general consensus is that units of skeletons larger than 20 work best when armed with spears and shields to allow more of them to get into combat with their 2" range. Link to comment Share on other sites More sharing options...
Ao_Death Posted February 2, 2017 Share Posted February 2, 2017 My big concern would be the lack of rend. You don't really have anything to combat heavy armor, and without ruler of the night your skeletons are going to struggle to stay relevant. The skeleton archers seem like the weak link as unless you don't use settra as your general (in favor of the wight king *risky*) they won't get any buffs (settra and necrotect only work in the combat phase). I would cut the archers and the tomb herald in favor of a punchy monster like necrosphinx or abhorrant ghoul king on Zombie dragon. Link to comment Share on other sites More sharing options...
Razorfate Posted February 5, 2017 Share Posted February 5, 2017 Drop archers , five of black knights and necrotech to get two units of necropolis knights and 1 lichpriest. Necropolis knights are one of the strongest units in death and combos good with settra and necromancer and lichpriest Link to comment Share on other sites More sharing options...
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