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Skirmish lists and tactics

Discussion in 'Summoning the Deathrattlers' started by Unas the slayer, Jun 14, 2017.

  1. Unas the slayer

    Unas the slayer Black Knight

    Joined:
    Jan 1, 2017
    Messages:
    310
    Reading the skirmish book and after a couple of games, i would like to share some considerations and hear you opinions.

    ONE: Magic is far more important than in AoS large battles: just to name one, Arcane Bolt is devastating; it can automatically (or with a high chance) kill a model: a mere annoyance on a unit of 20+ models, but a severe hit when a model counts as a unit and its loss forces a battleshock; you should try to combine a kill by arcane bolt and another couple of kills by charge or shooting.
    for the same reason, the ability to shut down enemy's magic is equally important.
    It's not a case that wizards cost a lot.

    TWO: For a similar reason, models with just 1 wound are fragile and dangerous to field, even if they have good stats (Grave guards, Saurus guards and similar).

    THREE: All the units that count on numbers to improve their combat / shooting prowess, are severely hampered in skirmish.

    FOUR: To have a good move is even more important than in AoS large battles, and with a scenario with many buildings/terrains, the ability to fly is great.

    FIVE: Any ability that can target more models is precious.


    I'm sure thare are other possible observations, but these are the first things that i noted, and that (IMO) should be kept in mind when you do the list for your warband.




    EXAMPLE:

    My very first list was for a 30 renown game.

    general: Banshee with "master of the black arts" and Helm of Authority
    1 x Hexwraith
    1 x Spirit hosts


    You see that every model got more than 1 wound. They also don't suffer rend, which makes them more resilient.
    I've got one fast model (hexwraith) that can potentially roll for a mortal wound for each model that I pass over.
    A necromancer costs 22 pts (!)... with 16 pts I have a banshee that casts spells.
    The banshee can potentially kill up to 3 enemy models in a turn: magic, shooting and combat.
    the helm gives me a certain degree of freedom. For example, if my spirit hosts can charge a model with multiple wounds, i can use the command ability that gives +1 to "to hit", doubling the cances for mortal wounds.

    Playing at 25 renown, i would probably sacrifice the spirit hosts, for a dire wolf: another fast model , with passable defence and 2 wounds.

    In a campaign where i am going to gain points, i would include other dire wolves and nighthaunt units.

    (i'm sure this same reasoning can be applied to FEC, but actually i want to play nighthaunt)





    thoughts?

    What reasonings do you apply for your lists?
     
  2. Aranei

    Aranei Ghoul

    Joined:
    Oct 22, 2014
    Messages:
    175
    Skeletons and ghouls are trash, dire wolves are your choice as 2-renown troops.
    Zombies are viable only if you want to use them as meatshields, in any other case just take the wolves.

    All Nighthaunt and Vargheists seem ok.

    The abily to take Master of the Black Arts makes Banshee good. I play Wight King with Infernal standard (and Master of the Black Arts), but he seems to cost too much, especially compared with Stormcast heroes.

    Abhorrant Ghoul King + Crypt Horrors/Flayers seems ok too, but big ghouls cost 11 renown, so you won't have that many of them.

    Courtiers are overpriced - their abilities do nothing! Ghast Courtier costs 16, the same as Khorgorath! How can these two be considered equal is beyond me.

    Here is my warband, I am participating in a local campaign. Note that I chose to pick only painted models, so I have wights and skeletons instead of wolves and nighthaunts.

    Round 1:

    Wight King with Infernal Standard, Master of the Black Arts, Cursed Tome and Merciless Killer command ability.
    3x Grave Guard
    1x Skeleton Warrior

    (35 pts)

    Round 2
    I earned 13 renown during round 1, so here are the reinforcements!

    Wight King with Infernal Standard, Master of the Black Arts, Cursed Tome and Merciless Killer command ability.
    3x Grave Guard
    2x Skeleton Warrior
    1x Vargheist
     
    Last edited: Jun 21, 2017
  3. Unas the slayer

    Unas the slayer Black Knight

    Joined:
    Jan 1, 2017
    Messages:
    310
    OK, we can try to find some use for the zombies, given that they cost just one renown.

    There are some battles that could benefit from a couple of zombies.
    With Clash at dawn, your warband will automatically flee if you lose more than a half of the models: if you play with few, costly models, then keeping a couple of zombies in the back, will increase your chances to fight.
    In Treasure Hunt, zombies can search for artefacts while your stronger models do battle.

    In the set-up, to place a couple of zombies will give you the chance to see some of the placement of your opponent, thus optimizing the set-up of your main force.


    That's interesting. Do you plan to post some reports?
     
  4. Aranei

    Aranei Ghoul

    Joined:
    Oct 22, 2014
    Messages:
    175

    But the moment you look at chaos marauders, who cost 1 point too, you realise that zombies should cost like 0,5 pts.

    I did a batrep in my native language (russian), and 2 more are incoming. Maybe I will re-write them in English at some point.
     
  5. Aranei

    Aranei Ghoul

    Joined:
    Oct 22, 2014
    Messages:
    175
    Recently I took part in an AoS Skirmish Tournament, and won the 2nd place (out of around 10 people)!

    Our warbands were up to 50 renown.

    My list was:
    Wight king with Black Axe (Master of the Black Arts, Merciless Killer, Cursed Book).
    1x Vargheist (Varghoyle, actually)
    1x Spirit Host
    1x Grave Guard (Seneshal, Wight blade + shield)
    2x Dire Wolves (One was a Doom Wolf)

    The King was brutal, blasting enemy with Arcane Bolts before chopping his way to victory with his axe (the insta-gib ability is much more potent in skirmish), while his wound-halving armour allowed him to live longer, despite me constantly forgetting about the Cursed Book's -1 to hit aura.

    Vargheist champ was a storm unit, zapping along the table and threatening enemy leaders, shooters and roof-campers.

    Spirit Host was the tank, intercepting enemy charges where possible, then surviving the worst due to the rend-ignoring 4+ (and 6+ ignore from Deathless Minions).

    Dire Wolves were the scoring units, digging stuff during the Treasure hunt and scoring objectives in other missions.

    Grave Guard Seneshal was just helping his king in battle.

    I only lost to a shooty Stormcast list.
     
  6. Unas the slayer

    Unas the slayer Black Knight

    Joined:
    Jan 1, 2017
    Messages:
    310
    Interesting list, and good result overall.

    I did a test-match at 40 renown, I'm going to write a short BatRep asap, with pictures.
     

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