Jump to content

Necro vs vampire lord


CanHammer-darren

Recommended Posts

Hi guys. Playing this list currently and have a tournament coming up

GKonGheist

vargulf

60 zombies

2x6 horrors

mourngul

Necromancer

 

was thinking of swapping necro out for vampire lord on steed   Necromancer is purely there for double pile in but is otherwise useless.  Seems to me that vampire lord is harder to kill, moves faster, and can give any unit +1 attack which if used in zombies is effectively as good or better than double pile in (since zombies can die before second pile in) plus can give it to the horrors for devastating results.  Plus vampire lord is still a wizard and can actually kill things.  To swap I'll have to lower my zombies to 50.  Thoughts?

 

Link to comment
Share on other sites

I'd recommend the vampire lord, I use mine with wings and it's decent for killing other heroes on foot, plus it's a lot more survivable, with the 4+, chalice and healing in combat. Plus the spells/command trait are a good combo.

 

I haven't used a necromancer so I can't comment on him, sorry

Link to comment
Share on other sites

first of all, you will need to units of zombies so split the zombies into a unit of 30 and a unit of 20 and combine them into one one the first term.

i would go with personally the vampire, however necromancer is good, but is too weak to use although being able to attack again is great for large units of zombies.

with the mourngul, vargulf and terrorghiest he probably won't be targetted so stick him in the centre of the zombies and he should be fine. as long as he is not is not target by any shooting as he is rather flimsy. In your list i would say the being able to attack again is better. howver i would try both out, see which one is more effective.

Link to comment
Share on other sites

Imo?  The necromancer is a better call.  Vanhels is great, and the necromancer doesn't need to be your general to use it, and with the Necro's ability to shrug wounds onto nearby friendly death units it's actually much more survivable than the vampire, ime.

The vampire's boost is a command ability, which means he only gets it if you make him the general.  Not really a great choice at this points value given how vulnerable he is.  Even if it means giving up on the vampire's admittedly nice command ability, i think your choice of command trait is a lot more important.  If you're going with ruler of the night, it would be a lot safer on a unit champ in the zombie blob.  And if you're going with red fury, it would be a lot more deadly on that monster riding ghoul king.

Link to comment
Share on other sites

6 hours ago, CanHammer-darren said:

Yea sorry. I wrote 60 zombies for ease but they start as 6 units of 10 and I combine them in whatever sized units I need on my first turn

If you are playing under GHB then no merging I'm afraid. No unit can ever exceed its starting size. You would be surprised how resilient and 10 man zombie unit can be though with the healing banner bringing models back coupled with high bravery. 

Link to comment
Share on other sites

In answer to the OP I've had more mileage out of the necromancer personally than the vamp. Though bear in mind you will probably only ever want to be putting shield on something  

in your list I would make the Mourngul the general and then either give him ruler of the night (defensive build) or red fury (offensive mode).

You can then give an artefact to the GKon TG. Cloak is good to put early pressure on the opponent but cursed book works really well with the Mourngul. 

Link to comment
Share on other sites

Every model can be the general (in the current GH).

I would like zombies to be able to join but in every other case the GH overrule the warscrolls and general rules, not the other way around. For example "once per game you can cast the spell twice" or "on a roll of 6 make another attack this attack can also generate another attack" etc...

Link to comment
Share on other sites

from the zombie warscroll:

"If two or more units of Zombies from your
army are within 1" of each other in your hero
phase, they can merge and become a single
unit for the rest of the battle."

One unit does not 'join' the other, rather both units merge together into a new single unit.  There are two ways of interpreting this.  Either the single unit is a new unit, in which case it has a new 'starting size' equal to the size of the combined size of the previous two units at the tie they merge, or else it continues to be both units from before, just acting as one for the rest of the battle, in which case it has a 'starting size' equal to the combined starting sizes of both units when they began the game.  Which of these two interpretations is correct is unclear at the moment, but neither prevents you from combining two units into a new, bigger unit.  The only size restriction that might prevent you from merging zombie units is the maximum unit size for zombie units generally, so you couldn't merge two units of 50 into one of 100.

Now, you could make a case that if this is a new unit you'd have to pay reserve points for it, but that is expressly covered by the death compendium faq, which specifies that you do not pay reserve points for the new merged unit.  The FAQ also reiterates that the merged unit cannot exceed the maximum unit size for zombie units, but doesn't clarify the other issue.

So yeah, at least until there's some other change or faq, you can absolutely field several small units of zombies, then merge them up into one big unit of zombies during the game, even in pitched battles.

Link to comment
Share on other sites

If someone literally said to me "ok you need to pay reinforcement points for those zombies you have already paid for" that would be one of the dullest moments of AoS gaming for me.

That is like the entire gimmick behind how zombies work, and if I had to sit there and explain how it works when they can literally read the warscroll and solve the issue right there.

It seems incredibly straight forward and clear how it works but if you're playing against someone who feels the need to argue that, then be prepared for a long and drawn out not-so-fun experience.


Sent from my iPhone using Tapatalk

Link to comment
Share on other sites

Would the FAQ not trump the generals handbook, which the FAQ states

Q: Can I use the Zombies’ Shambling Horde ability to create
a unit that is larger than the normal maximum unit size for
a Zombie unit in a Pitched Battle? Does it cost reinforcement
points to use the ability?
A:
             A: No to both.
so it does not cost any points
s
       
 
so
 
 
Link to comment
Share on other sites

either the merged zombies are a new unit, with a new staring size, or else they are both old units added together, in which case their starting size is that of both old units added together.

Anyway, as for the vampire vs necromancer, i think most of the time the necro will be better, but that depends on whether you have a good target for vanhels.  if you don't, then the vampire's debuff spell might work better for you - though, again, I wouldn't rely on its command ability because i wouldn't trust a plain vampire lord as your choice of general at anything but the smallest point values.

In the sample list above, both the zombies and the horrors are solid vanhels targets, so the necro seems like a more reliable bet.

Link to comment
Share on other sites

from the necromancer's scroll (link) on the gw website:

Quote

VANHEL’S DANSE MACABRE
The undead are filled with magical energy
that causes them to ****** forwards and
attack with tireless, unnatural speed.
Vanhel’s Danse Macabre has a casting
value of 6. If successfully cast, pick a
Skeleton, Mordant or Zombie unit
within 18"; that unit can pile in and attack
twice in your next combat phase.

Mordants are valid targets, and Crypt Horrors are Mordants.

Unless there's some faq or errata I'm missing, which is always a possibility.

Sadly, the ghoul king is a Vampire and not a Mordant, otherwise a GK on Gheist or Dragon would be a nice target for the spell as well.  As it is, double swinging horrors are still a nasty trick, provided your opponent can't just wall them out with a high save tank or tar pit.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...