2500pt Tournament Necromancer List

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Static-Breed

Zombie
Jan 11, 2013
4
Zombies
5
I have been working on my Vamp list, tweaking things here and there in an attempt to get something I like. I've played them since the most recent book was released, but unfortunately I don't get to practice enough to the point where I feel as though I'm a capable player. Anyways, here is the most recent iteration of my list. I'll try and explain the strategy behind it at the end.

LORDS
Master Necromancer 270
Lvl 4 LoV
Black Periapt
Seed of Rebirth

Master Necromancer 270
Lvl 4 LoV
Book of Ashur


HEROES
Necromancer 90
Dispell Scroll

Necromancer 105
Staff of Damnation


CORE
40 Ghouls 400

29 Zombies 92
Standard

30 Zombies 95
Standard

20 Zombies 65
Standard


SPECIAL
6 Crypt Horrors 228

6 Crypt Horrors 228

Spirit Host X

Spirit Host X

Corpse Cart 105
Unholy Lodestone

RARE
Mortis Engine 240
Tome

Mortis Engine X


The list lacks a lot of chaff and drops which is my main concern at the moment. However, I think it makes up for it in sheer ability to kill whatever is in front of it. Between the Black Periapt, the Tome, and the Corpse Cart I should be able to get some decent buffs through to my combat blocks.

I massed up on the Lore of Vampires for the sheer fact that I wanted to be able to raise back whatever I lose each turn. Additionally, it will allow me to take full advantage of the Mortis Engine's tome.

Please, let me know what you think so that I can try and tweak the list for the tournament at the end of the month.

Thanks!
 
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Your list looks "fluffy" in the sense that it is supposed to be an unstoppable undead horde that just cannot be killed... however...

I think You have too many spell casters/boundspells. You'll find that you'll rarely get to use all of them.

Also, 6 crypt horrors is probably a bit too small. if they get charged (or charge) an elite unit, most of they will die in the first round of combat.

Also,.... you don't have any fast units, against a shooty/fast army you'll be torn apart/flanked.

To keep the general shape of the list, but to tweak it a bit I would get rid of the one of the mortis engines, get rid of one of the master necromancers, That will give you about 500 points to play with.

Maybe add in a Terrorgheist, buff the crypt horrors to 8 a piece, and add in a wraith hero or wight king?

The staff of damnation, isn't the best item for this list it seems, you units all have s3 or s4 attacks... CH don't benefit too much from it since they already have a lot of attacks and skeletons and zomibes are too weak for it... maybe take a diff bound spell?

Those are some ideas.

If you keep the 2 MN, let us know how it goes.
 
Welcome to the forum

-Your list lacks damage dealers. Make one of the lords a Death caster so he can add some magical punch.
-Drop the heroes and the cart. Add in Hexwraiths and 2 more horrors (8 in each is optimal but this way you'll have more ablative wounds). Grab two fell bats for some warmachine hunters.
-Another option is to drop the two baby necromancers for a hero vampire to buff the ghouls.
 
Hexwraiths, +2 Horrors on one unit, and a TG will give you a little bit more punch. Use the corpse cart to buff the Crypt Horrors and Ghouls, they'll benefit the most from ASF and rerolls.

You want Balefire on the corpse cart, not lodestone, as it messes with opponents magic putting them at -1 to cast (not sure if it's dispel as well, don't have book to hand).

Blasphemous Tome will boost the casting values of your necros, and between the Tome and Balefire on the corpse cart, you could happily drop the Book of Ashur and spend 70pts on something more useful (for example some Fell Bats to go war machine hunting with).

If you were to take the Cursed Book you can potentially spew out debuffs whilst your corpse cart buffs your infantry which will make your infantry blocks a little more threatening. Don't expect your zombies to suddenly be capable of gnashing though other core infantry though.

I can see the appeal of the two level 1 necros. They'll stick with the zombie blocks, throwing out 2 invocations a turn on the blocks around them. By turn two those blocks could be up to 50~ each and potentially raising back more zombies a turn than are being killed in combat (made even more likely if the zombs benefit from ASF and rerolls, and even MORE likely if the block they're in combat with only has WS1, S1 or T1).
 
Thank you all for the replies! I agree with quite a bit of what you are saying. I honestly have trouble finding where I can get the damage dealers from this book. My meta is swamped with double cannons be it from ogres, empire, or demons - and that just so happens to be what I play against a lot. For that reason I tend to stay away from the Terrorgheist as of late. Yes, it is able to attract quite a bit of attention, but it's base size just hinders it so much in my experience. Perhaps I'm just doing wrong, though!

Anyway, with your recommendations I've made a few changes to the list. Let me know what you think.

LORDS
Master Necromancer 255
Lvl 4 LoV
Black Periapt

Master Necromancer 200
Lvl 4 LoV

HEROES
Necromancer 90
Dispell Scroll

Necromancer 65


CORE
40 Ghouls 400

29 Zombies 92
Standard

30 Zombies 95
Standard

20 Zombies 65
Standard


SPECIAL
9 Crypt Horrors 342

Spirit Host X

Spirit Host X

Spirit Host X

5 Hexwraiths 150

5 Hexwraiths 150

RARE
Mortis Engine 240
Tome

Mortis Engine X
 
What do you have in terms of models? If you face double skull cannons take the two hex wraith units and two units of vargheists if you feel horrors are too slow.
I also wouldn't run three hosts I'm a meta that includes daemons.
The Mortis engines are just as susceptible to skull cannons as terrorgheists without the added benefit of flying.
I strongly feel that you should dump some necromancers for a vamp hero or something else that is hard hitting.
 
You're lacking any combat punch, you just have bunkers, tar pits and chaff supported by dual Morris engines.

I love the four Necromancers but I second the idea to at least drop one and get a Killy vampire with at least Quickblood and a great weapon. Even with four Necromancers, you don't have any punch. LoV is designed to get our shambling hordes across the board, keeping them alive when they get there. It doesn't make them good enough in combat to win games.

I also hate ghouls. They're expensive, only look good compared to Zombies and die almost as easily. I think you'll be ok with forty, but don't think of them as having any punch. They really don't.

Cheers
 
I have pretty much any model available to me to use at this point in time. I've never used ghouls before to be honest. I typically use just hordes of zombies and a few small units of wolves. So, assuming I want to competitive in the least bit...what do I do at this point? I'm still struggling to find a single thing in the book that's able to carry this "combat punch" role without being removed by a cannon in a single turn or getting beat out by something more killy. Perhaps I've lost my edge over the years, but I'm trying to get it back somehow.
 
We have very weak core, very middle ground special and rare choices and extra Killy Death Star lords/heroes and rare choices.

Breaking it down to a very basic level. Chaff up your foe, then let lords, magic, TG and larger units of black knights and the like to get in their flank/rear and tear stuff up (or in the case of the TG, scream at everything).
 

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