2000pt Infantry list

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Oct 8, 2008
38
Zombies
59
Does anyone run infantry based lists with no hammer style units?

CHARACTERS

Vampire Lord (General)
- Level 4
- Heavy Armour/Enchanted shield
- Sword of Battle
- Book of Arkhan
- Talisman of Preservation
= 426pts

Wight King (BSB)
- Great Weapon
- Armour of Destiny
= 165pts

Necromancer
- Level 1
- Dispel Scroll
= 90pts

CORE

30 Skeletons
***Vamp Lord Here***
- Full Command
- Banner of Eternal Flame
= 190pts

50 Zombies
- Musician/Standard
= 160pts

50 Zombies
- Musician/Standard
= 160pts

SPECIAL

30 Grave Guard
***Wight King Here***
- Full Command
- Great Weapons
- Banner of Burrows
= 440pts

3 Vargheists
= 138pts

Spirit Host
= 45pts

Spirit Host
= 45pts

Spirit Host
= 45pts

2 Fell Bats
= 32pts

2 Fell Bats
= 32pts

2 Fell Bats
= 32pts

TOTAL POINTS = 2000pts

4 Large infantry units supported by the bats/hosts/vargheists.

I like to run the skeletons 5 wide and place them directly beside the grave guard which I run 6 wide. The zombies then flank either unit and go 5 wide as well. Gives me a solid line of infantry with the fast/flying stuff on the flanks.

Opinions on the list? Can a list like this still work without any type of cav/monster hammer unit?
Time of Madness
 
IMO I think any list can work if you deploy accordingly to your opponent. Just try to bait them into your infantry line by moving them as far as they can and keep the flankers close by to be effective. Or you could run the spirit hosts in front of the infantry as an ethereal wall per se and goad your opponent like that. Let us know how it goes and be careful for shooting and magic. Also did you not give your VL powers for a reason or just didnt type them in the list?
 
Hey split the zombies up into smaller units and use them for locking things up. Which is the only thing they are good at, don't expect them to win any combats atleast :)

And take away the muscician from them.

The only thing I could say that this list would benefit from would be two hero vampires with shadow. So that you can get Okkam's Mindrazor (mind the spelling unsure of how it's supposed to be), that way you can beef your core units up a bit. Or your grave guards :perv:

Another thing I'm missing in an infantry list is the horde formation, you need 40 models to have a nice and effective horde. Without risking them to lose a rank. Because if they do, the whole point behind using a horde is pretty wasted.

And a horde of ghouls, could add much fighting power to this list, (I have 40 in mind). They've served me well the games I've played and always end up being a real saviour :)

AS MENTIONED ABOVE: NO RED FURY? NO QB? (On VL) Seriously he is one of the heaviest hitters in your list, and you are not using him to his fullest potential. He is the thing that will turn combat resolution around in your favour with all the wounds he will be inflicting on the enemy.
 
While I really really like the direction that your army is taking, I am not sure you have enough large threats. Because you are infantry, an army that plays keep away doesn't have to worry about you getting into charge range until t3 (unless you get van hel's off). so they really only need to work to divert you for 3 turns.

If I come up against this list, I think that I'd try and shoot/magic off the vargheists/bats/hosts and then run away for the next 3 turns, since you've not got a lot of ability to "go get points".

I ran a list very similar to this and was consistently not seeing combat for all 6 turns of the game. It was frustrating. Perhaps you'll be able to win the chaff war with bats and hosts, but I had to include multiple units of vargheists and hex wraiths to accomplish that.

Still, if the GG get into the fight, they are absolutely amazing (against the right targets), so if you can get them there things should work out in your favor.

Best of luck!
Ether
 

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