PureSphinx
Ghoul
SGK on TG + 6 lore of light liches, all buffing himHow about this... Vampire Lord Light Council!
SGK on TG + 6 lore of light liches, all buffing himHow about this... Vampire Lord Light Council!
What do you guys think about this? Take a Master Necromancer (Lvl 4 Lore of Death, Hellsteed, Power Scroll) and Mortarch Mannfred with 4 Lore of Undeath spells. Now take two Lvl 1 Lore of Death casters (I use mounted vampires) to guarantee the Purple Sun on the Master Necro. If your opponent gets first turn you hide the Master Necromancer in a Cavalry Unit. On your turn 1 the Master Necromancer zooms out 20" (make sure he ends up next to an enemy unit in case of Misfire), Mannfred makes sure you have at least six power dice (with Master of the Black Arts). Six-dice a augmented Purple Sun with the Power Scroll (so any double is IF) and generate a bucket of new Power Dice. Some dice will be lost due to the miscast but Mannfred can get up to 3 back. Use the Power Dice with Mannfred to raise hordes and hordes of new Undead. Next turn your enemy Magic Phase is non-existant as he has to dispel the Purple Sun.
It's a very cool idea, there is only one problem that I see: you're throwing away 250+ points of your army. Sure, you might kill a good quarter of their army, but that might is nowhere near a guarantee, especially against elves and anything I 4 or better. Then after you account for the 150 ish points of necros and the expensive manny, you're not left with much in the way of troops, therefore hinging on 1) getting off purple sun and 2) summoning enough troops to make up for the 250 points you just sacrificed.
Don't get me wrong, it's a cool idea and I'll definitely play test it, but I can see it running into problems.
Unfortunately one other gotcha with your tactic is if you are pulling the dispel scroll turn one (due to no IF being rolled) then you are not generating gobs of power dice from lore of death's lore attribute. And then you have to deal with whatever will gibb your Necro who is sorely exposed and hope you can try again on turn 2.
With Power Scroll any double (not just 6's) cause IF. So on 6 dice, the chance of not getting IF are really low as I literally have to roll every number once.
That's a fair assessment, I won't argue that. But if that happens you are not drawing out the dispel scroll like you suggested. All I am pointing out is it's not like this one maneuver is going to both generate a lot of power dice AND draw out the dispel scroll. It is likely to do one or the other. Which is good in it's own right.
If you give him Talisman of Preservation and keep him out of charge arc you might be able to fly out cast and fly back next turn, with the ward hopefully keeping him alive against shooting. It's a gamble though.Ah, I'm sorry I didn't quite get you the first time, I didn't even consider the possibility of drawing out a dispel scroll for the spell. I was thinking the enemy would really want to dispel the Purple Sun rolling around by using Power Dice. But you're right he will have his Dispel Scroll for other spells, which is something to consider for the follow-up with summoning spells.
Also, I just remembered a potential weakness, if the Necromancer dies for what ever reason (like getting sucked into a black hole from the miscast) the Purple Sun ends in which case I will only get one use out of it. So, I also have to be wary the enemy doesn't zap the Necromancer with a Magic Missile since the Purple Sun won't move untill the very end of the Magic Phase. On the other hand it will provide a very nice Movement problem for the enemy![]()
Ah, I'm sorry I didn't quite get you the first time, I didn't even consider the possibility of drawing out a dispel scroll for the spell. I was thinking the enemy would really want to dispel the Purple Sun rolling around by using Power Dice. But you're right he will have his Dispel Scroll for other spells, which is something to consider for the follow-up with summoning spells.
Also, I just remembered a potential weakness, if the Necromancer dies for what ever reason (like getting sucked into a black hole from the miscast) the Purple Sun ends in which case I will only get one use out of it. So, I also have to be wary the enemy doesn't zap the Necromancer with a Magic Missile since the Purple Sun won't move untill the very end of the Magic Phase. On the other hand it will provide a very nice Movement problem for the enemy![]()
Not necessarily a combo of units, but something to remember: your General is no longer required to take LoV. This means if you have a supporting caster or two with the lores that heal (LoN, LoV) you can keep your general more cost efficient by leaving levels off of him and giving him miasma to spam, or a death spell. Alternatively you could throw on some levels and give him forbidden lore for access to other lores that might work well for your army. For example, in my new list he's gonna use Lore of Beasts in concert with a Master Necro on a Corpse Cart with LoV and a Tomb Guard horde, to make them as strong as GG while still benefitting from ASF, and also in hopes that he gets savage beast to dramatically increase damage output.
Sadly this is 105 points, not 100 :/ still a sick combo even without ASFRed fury, quickblood and forgotten lore makes 100 pts of vampiric powers
I think it will be. My issue is that it goes too far the other way though - combined profiles make these things too hard to kill.If 9th fixes cannons I will have to try that one out, otherwise let's pray combined profiles for generic characters on monsters is a thing.
I think it will be. My issue is that it goes too far the other way though - combined profiles make these things too hard to kill.
Karl Franz has a 4++, Imrik has a 5++, the Glottkin have regen and Malekith has something too right? Only the vamps miss out on the saves but they can heal more quickly.Does it? Largely the combined profiles we have seen to date have little in the way of ward saves, so they just survive a bit longer against triple cannon BS. A Mortarch who survives with 2 wounds to get into close combat with an infantry block is not necessarily in great shape.
Karl Franz has a 4++, Imrik has a 5++, the Glottkin have regen and Malekith has something too right? Only the vamps miss out on the saves but they can heal more quickly.
A cannon needs to hit and wound these guys with 9/10W 3 times to kill them statistically speaking. This makes them super resilient.