Spooky Scary Skeletons - part II - Undead Legion
May 5, 2023 22:39:38 GMT
grandmasterwang, jukei, and 1 more like this
Post by Naitsabes on May 5, 2023 22:39:38 GMT
Well, it's time to talk more Undead Legion. Since the humble beginnings (see here eefl.freeforums.net/thread/2251/spooky-scary-skeletons if you want to read up on kind EEFLers giving advice for a budding necromancer), I've now painted up a few hundred skeletons and even played a few games.
Time to present my list and solicit some more feedback. The basic tenet is still 'No vampires' (though I have at times dabbled with a Ghoul King. Slippery slope). Secondly, I've become quite fixated on making the Lore of Undeath work. From my reading it seems the general opinion back in the days was 'Don't bother unless you field Arkhan/Nagash'. I want to go against the grain (the local community isn't into hardcore lists so should be doable). However with the way the lore attribute works it does seem like you'd want to go all in even if not all the way to crazy special characters.
++ Standard (Undead Legions (2014)) [2,499pts] ++
NOTE: we play 25% max Lords/heroes each
+ Lords +
Master Necromancer [265pts]: Lore of Undeath, Wizard Level 4
. Magic Items: BRB - Power Scroll, BRB - Talisman of Endurance
Master Necromancer [270pts]: Lore of Undeath, Wizard Level 4
. Magic Items: BRB - Earthing Rod, BRB - Talisman of Preservation
Master Necromancer [265pts]: Lore of Undeath, Wizard Level 4
. Magic Items: BRB - Power Scroll, BRB - Talisman of Endurance
Master Necromancer [270pts]: Lore of Undeath, Wizard Level 4
. Magic Items: BRB - Earthing Rod, BRB - Talisman of Preservation
NOTE: So these are the two big baddies to summon a whole other army. Ideally. Between the two of them they will have all the LoUndeath spells. Ward saves to keep them alive through miscasts (which in our houserules are twice as likely as normal..also reason for Earthing Rod). Power Scroll to sneak in an unexpected summon on few dice. One goes in the archer, one in the skellies.
+ Heroes +
Tomb Prince [144pts]: Flail
. Magic Items: BRB - Armour of Fortune, BRB - Dragonbane Gem
NOTE: goes with Graveguard. geared to live and pass on WS for longer
Wight King [155pts]: Battle Standard Bearer, Great Weapon
. Magic Items: AB - Nightshroud
NOTE: goes with ghouls. Nightshroud because according to the tactica it's the bee's knees.
+ Core +
Crypt Ghouls [310pts]: Champion, 30x Crypt Ghoul
Crypt Ghouls [310pts]: Champion, 30x Crypt Ghoul
NOTE: Aesthetics don't really fit with the rest of the army. hope to eventually replace with chariots? just think that if replaced with regular skellies too much rests on the Graveguard.
Skeleton Archers [60pts]: 10x Skeleton Archers
NOTE: bunker for necro and shoot light cav
Skeleton Horse Archers [70pts]: 5x Skeleton Horse Archers
NOTE: These guys have a bad rep, I find their scouting to be super-useful to threaten war machines from turn 1.
Skeleton Warriors [185pts]: Champion, Musician, 31x Skeleton Warrior, Standard Bearer
NOTE: second bunker for necro. and good for late game desperation charges
+ Special +
Grave Guard [560pts]
. Champion
. 40x Grave Guard: 40x Great Weapon
. Musician
. Standard Bearer: AB - Banner of the Barrows
NOTE: alright. so admittedly this unit is straight out of the 'here to win the tournament, not make friends' book. but, there needs to be some heft in the army, right?
Spirit Host [45pts]: Spirit Host
+ Rare +
Casket of Souls [135pts]
NOTE: The extra D3 magic dice make all the difference for getting something done in the magic phase. Or so I claim based on a very small number of games.
Morghast Archai [180pts]: 2x Morghast Archai
NOTE: I like their anti-crumble. long-bomb terror charge can do a number on the opponent's plan too. I suppose dropping these guys and the Spirit Host would allow swapping in a Terrorgheist. Just don't have the logistics to transport that model to the game store most of the time.
Screaming Skull Catapult [120pts]: Skulls of the Foe
++ Total: [2,499pts] ++
Typical tactics is to push GG and ghouls forward aggressively, follow slowly with the skellies/necromancers and summon more stuff on the near flanks (only 12" range on those spells). hexwraiths& black knights ideally. Also necromancers with LofVampire to then regrow the combat blocks. Once the two blocks get stuck in, summons can go into flanks or ideally even the back of combats and then turn the tide. It works! sometimes.
So there you have it. A full page of partially coherent thoughts. Any comments or suggestions (other than 'include Blender Lord' ) are very welcome. I am wondering what better options there are for magic items. Also, are there ways to make the magic phase even stronger? Hierotitan I suppose. If I can ever find a model in my budget. Other ideas?
In general I haven't found much on Lore of Undeath out there on the internet, if you've seen any battle reports or other discussions, please point me in the right direction.