2250 Mobile Zombie Dragon Army

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Ghoul
Feb 19, 2008
114
Zombies
87
So, I tried to convert my old Sylvanian army to the new edition and came up with the following:

Vampire Lord - lvl 3 wizard, Flayed Hauberk, Crown of the Damned, Balefire Spike, Red Fury, Infinite Hatred, Walking Death = 425

Zombie Dragon (Ridden by Lord) = 275


-- My general. This guy is just mean with a capital M. He eats treemen for breakfast and asks for more ... but don't ask him to fight a HE lord on star dragon. Since Infinite Hatred gives the Dragon Hatred as well this guy can charge ranked units in the front and have a good chance of kicking their tail with a potential 14 A's that can re-roll to hit.

Vampire - lvl 1 wizard, BSB, Dread Knight, Walking Death, Enchanted Shield, Book of Arkhan = 225

Vampire - lvl 1 wizard, Dread Knight, Dispel Scroll, Black Periapt = 165


The support guys and backup hitting power.

20 Zombies - Standard = 88
20 Zombies - Standard = 88
20 Zombies = 80
5 Dire Wolves = 40
5 Dire Wolves = 40


The zombies and wolves are there to bug people. The zombies are raisable as we all know and can supply static CR. I try not to have them engage multi-attack models though ... they die just way to easily. Secondary role is to claim board quarters. The wolves supply wounds and numbers to the mounted vamps in case I need to keep them out of the knights.

5 Fell Bats = 100

Support unit. They are to go after enemy warmachines and missile troops. The dragon is woefully vulnerable to enemy missile fire so I need this unit to engage and stop that fire asap.

10 Black Knights - Barding, FC, Warbanner = 345

The second hammer unit. I'm thinking that maybe a unit of blood knights might be a better investment.

Black Coach = 200
Vargulf = 175


The coach keeps the zombies moving while the general is away doing his thing. It also functions as passive magic defence. The vargulf can be used with the wolves to supply a flanking force. Again, I'm not convinced I need these 2 units and have only played with the army once (where I had 2 coaches which was not necessary).

Total = 1090 + 336 + 445 + 375 = 2246

Comments and suggestions are welcome.
 
Well, i have only one thing to say about that dragonlord:

Im your friend do not kill me !

Heh, seriosly he is mean with capital letters all over!

Have you played with that dragonlord, how did it go? Curius =)

/Heffaklump

Ps, even though i havent played with the new rules yet, but i think 2 Vargulfs would be nice, in this fast list atleast.. Ds.
 
Against a HE lord on star dragon chances are he has the Armor or Caledor or Dragon Armor ... both make the wearer AND his mount immune to flaming attacks. My vampire uses a flaming lance which means he can't do a thing to either ... i.e. I lose ... badly.

Where do the vampires go? That really depends upon the match up. If there is not enemy shooting then they can be independent or in wolves. If there is light enemy shooting (no cannons) then they go with the wolves. If there is heavy enemy shooting then they still stay with the wolves. Against multiple cannons they either hide or go with the knights.
 
That is certainly a good alternative. I just wanted something to pummel treemen and regeneraters with.

So, what would your DreadLance toting dragon riding lord be equiped with?
 
I like it that the wolves will hit so hard, but I am kinda iffy about the movement being reduced to 7.

Maybe you could remove the barding; would let them move 16 inches...
 
How about this:

Red Fury, Beguile, Aura of Dark Majesty, Dreadlance, Cadaverous Cuirass, Wristbands of Black Gold.

So if charges get 8 S7 hits, and if your enemy fails their LD at -4 you can re-roll to wound as well, immune to poison & killing blow & 3+ ward save vs shooting though I'm not sure if that applies to the Dragon as well?
 
Disciple of Nagash said:
Red Fury, Beguile, Aura of Dark Majesty, Dreadlance, Cadaverous Cuirass, Wristbands of Black Gold.

Way too expensive, I like the lance too. But its very expensive.
 
If i remember correctly the lance versus dragonarmour would still wound the high. In this case its still a lance, that adds flame damage. Only firebased attacks, like a fireball gets stopped by dragonarmour.

Can someone confirm this, im not shure im correct...

Heffaklump
 
Dragon Armour specifically stops all fire-based attacks, including a flaming lance or cannonball. It even protects any mount the Elf might be riding, what a flub!
 
Its seems a bit silly really, whilst the flame might be negated surely a big iron ball slamming into it going to hurt unless the status of flaming means it literally turns into for example a ball of pure fire. Why can't GW make up rules that make sense!!
 

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