Hey! I want to share my 2000pts list for the Campaign. Leave me your comments!
Royal Warsphinx
General, Red Fury, Tomb Blade
Arkhan the Black
Necromancer
Heinrich Kemmler
40 Skeleton Warriors w/spears or swords, don't know yet
3 Skeleton Chariots
10 Zombies
20 Grave Guard with Great Wight Blades
3 Necropolis Knights
4 Leaders
2 Behemoths
3 Battleline
40 points for summoning, which can't bring anything to the table.
So my intention is to go heavy on the magic, casting Stone Shaping, Invigorate and Danse Macabre as much as needed, while still getting the Shield, Bolt and if the situation permits, Curse of Years.
I mean to strike fast, with some ranged attacks / magic, and getting the General into combat as soon as possible, while having him always within the range of 1-4 wounds suffered, so that the Tomb King can still make his 3 Glaive attacks, and thus, regain wounds via the Tomb Blade, and of course, Red Fury.
Command Ability can aid both Grave Guard and Necropolis Knights's effects, giving them much more damage and threat. Necro Knights should sit behind infantry, since they are low in number and should not risk being targeted by many attacks.
Zombies are there to fill the Battleline tax and to serve as Necromancer/Kemmler absortion with their respective abilities. As a last resort, they can block flankers's first strikes and prevent their advance.
Kemmler is the wildcard here, and could be replaced by a Liche Priest and adding some points to summon something. I like him because he gets to cast 2 spells each phase, maximizing from what we all have. Arkhan should always cast Stone Shaping to heal and Danse Macabre, leaving the Necromancer to cast Shields/Bolt and Kemmler to cast Invigorate and Shield/Bolt, making use of almost all our spells per turn.
What do you huys think!? =D
Royal Warsphinx
General, Red Fury, Tomb Blade
Arkhan the Black
Necromancer
Heinrich Kemmler
40 Skeleton Warriors w/spears or swords, don't know yet
3 Skeleton Chariots
10 Zombies
20 Grave Guard with Great Wight Blades
3 Necropolis Knights
4 Leaders
2 Behemoths
3 Battleline
40 points for summoning, which can't bring anything to the table.
So my intention is to go heavy on the magic, casting Stone Shaping, Invigorate and Danse Macabre as much as needed, while still getting the Shield, Bolt and if the situation permits, Curse of Years.
I mean to strike fast, with some ranged attacks / magic, and getting the General into combat as soon as possible, while having him always within the range of 1-4 wounds suffered, so that the Tomb King can still make his 3 Glaive attacks, and thus, regain wounds via the Tomb Blade, and of course, Red Fury.
Command Ability can aid both Grave Guard and Necropolis Knights's effects, giving them much more damage and threat. Necro Knights should sit behind infantry, since they are low in number and should not risk being targeted by many attacks.
Zombies are there to fill the Battleline tax and to serve as Necromancer/Kemmler absortion with their respective abilities. As a last resort, they can block flankers's first strikes and prevent their advance.
Kemmler is the wildcard here, and could be replaced by a Liche Priest and adding some points to summon something. I like him because he gets to cast 2 spells each phase, maximizing from what we all have. Arkhan should always cast Stone Shaping to heal and Danse Macabre, leaving the Necromancer to cast Shields/Bolt and Kemmler to cast Invigorate and Shield/Bolt, making use of almost all our spells per turn.
What do you huys think!? =D