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Ah thats a shame he cant be killing blowed, if he is monsterous cav then he'll prob be on w 50mmx50mm base which means he can make way as the footprint will take up 4 plague bearers, so he will be harder to kill but it would still be 12 str6 attacks at him, so that is 4 wounds per turn on...
I play a very similar army quite often and Nurgle is definately the toughest DoC army. I tend to just hold up the beasts with tar pits, as the beast are basically just tar pits themselves but ours are cheaper. I think the best thing against the horde of plague bearers with Epidemius is a horde...
Yeah and you cant throw fluff reasons into the duplicate magic items rule as some of the magic items are duplicated in practically every game played, as both armies could be using it. But I think where RAW comes in is if the magic item is not in your list to begin with then you can keep...
Also watch out for Light council Bannishment. 3d6 Str 7, reroll ward save kills Nagash turn 1 or 2! Against wood elves I had Nagash die in their turn one before I even got to do anything.
I like the list, I find in skrox cohorts the skinks just bleed way too much CR to be viable, but thats just the experience I have had with them.
You'll have to find 8 points for the 2 skink skirmisher units of 12 as they should be 84 points each not 80, or drop one of the skinks.
I would keep...
Yeah IF you have book of Arkhan, and IF it isnt dispelled. I cant remember the last time I actually managed to cast Vanhels, in my group my opponents hate it so much they are constantly saving dispell dice for it, which is great for me as I get to sneak out raise dead etc but its not great for...
Yeah they both move 8" from vanhels but CC only goes 4" in the normal move, and vanhels is the spell I'd be dispelling early game anyway if I was playing the ogres. It just gets left behind unless you slow your army down for it and I don't think it's buff is worth slowing the army down for. That...
I would go for the fighting vamp becuse lore of vamps is pretty good at buffing with vanhels and hellish vigour and otherwise you only have one good fighter.
You are totally right about crypt horrors, and they would really benefit from the mortis engine but I find they need to be 6 strong...
I quite like this list, but you Vampire Lord will need to be your General.
I would drop forbidden lore and make the vamp better in combat and maybe even a BSB. I love the corpse cart model but I find it is just too slow to be useful, I'd drop it and 3 grave guard and take 3 Vargheists or something
Just remember to place the chaff in a way the gutstar can still close the gap, the last thing you want is your chaff closing the gap. Unless of course the star would be blocked from over running anyway
Yeah good point didn't notice that, there is no way a slaughtermaster can get +6 to cast and have fencers blades and scales.
The best thing you can do is have a really good read of the ogre book and get a feel for what they do and what their weaknesses are, but basically it's leadership and...
He'll be getting +6 to cast with grut's sickle, could potentially get +7 with the lore attribute.
I have to say my second army is ogres and I think I'd like to play VC the least with them! Ethereal really screws with ogres as they don't tend to have many characters with magic weapons and tend...
Hmmm, I'm not so sure. Aura of dark majesty states units within 6" of one or more vamps, it's the 'or more' bit to my eyes that stands out as the ruling that doesn't allow it to stack.
The morghasts rule doesn't have that bit, just says if a unit is within 12" gets the -1 to crumble, so I'm not...
Yeah I agree, if this wasnt a zombie only thread I'd be suggesting Skeletons too, I think they are really reliable to, the only thing zombies have going for them is the 2d6 for ION. but the 5+, 6++ the skeletons get is so good for their points. I tend to only use zombies for necro bunkers and...
Master of the Dark Art is re-roll one dice when determining winds of magic, which is what the Sun King is talking about you are thinking of Master of the Dead
Yeah, I like to make the most of being able to use mine when I play WE, or just playing a fun list. It's such a shame I love the model. I do take it against tomb kings as well, but that's about it
I think go for it 13ingo, you can make the TK HKB on a 5+ with reroll wards, therr is a good chance that will kill anything it attacks in the first turn with the necrotech conferring hatred and maybe throw in hellish vigour. It's only a friendly game so see how it works first and apply above...
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