500 point Skirmish Warband

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Feb 13, 2012
43
Aberdeen, UK
Zombies
33
As I've previously mentioned, my local club is going to run a 500 point league based on the Skirmish rules. Above is what I expect to run, rules pending. As this is my first ever list, I'm willing to take on critique.

Meta I know I'm facing: 2 Ogre Kingdoms, 1 Dwarves or Dark Elves, 1 Skaven, 1 Wood Elves, 1 High Elves.

Anyone have any input for this newbie?

I'm not allowed to take named heroes and no lords are permitted. 150 points on your hero and I already know that at least one of the Ogre players will be taking a small unit of Mournfangs. I'm not allowed to change the core list between games but I do believe that I get to make additions, points dependant on whether you win or lose the game before.

I'm currently limited to the models in the battalion but I was contemplating throwing down some cash on a Spirit Host after I see what the army lists look like. It could be that ethereal units might be able to give me the edge I need.
 
I think I would be more likely to take a massive number of zombies instead of the ghouls, given that you will be up against 2 ogres, dwarves, and elves, all of which will be smaller sized armies. I might also try taking two naked lvl1 necros to spam IoN. Just my thoughts :)
 
Aside from the fact I don't own any zombies at the moment, will they be able to reliably bring down things like Ogres? I understand that the two level 1 Necros spamming IoN would raise in inordinate amount of zombies as replacements, but does simply throwing as many zombies as possible at the enemy and hoping that Lady Luck gives me lots of 6's to hit work?
 
Well you won't be winning combat with wounds that's for sure, but with lots of replenishable ranks and god willing a flanking charge from another zombie unit or your wolves you should be able to break the much smaller sized enemy your units are clawing at. By dumping the ghouls and corpse cart you could be running 100 zombies in a 500pt game! Your opponent is going to look at you and go "Wtf?!" :O
 
While I like the sound of simply swarming the crap out I my opponents, the entire tactic hinges on getting multiple IoN's off each turn as my opponents will take units that can rampage through the WS1, 1 wound models. I'm happy to take them as tarpits, but I'm not sure that I'm confident enough in their performance to hinge my entire strategy on them.

At the moment, my strategy is to use my Wolves as a redirecter unit to speed bump my opponent's beefiest unit which will permit me to get a charge with the Ghouls. I'll move the CC up to within bubble range which will then give them the ASF rule. I'm hoping that 21 poisoned attacks which are striking first in initiative will let me chew through a significant proportion of the opposing unit.
 
Crypt ghouls are definitely the best way to beat ogres, if that is what you are worries about. The poison mitigates their toughness advantage. Don't get distracted from the fact that crypt ghouls are some of the most cost effective core in the game.
 
At the moment, my two concerns are the Ogre Kingdom players and the Skaven player. The Dwarf player has just started collecting and I suspect will probably concentrate on infanty in this league, so I expect my ghouls to clean house there. With the Wood Elf, I'll have to close my Wolves as quickly as possible in order to reduce their shooting effectiveness and use Vanhel's to move my Ghouls up ASAP. High Elves will probably be tricky, I think I'll have to make some heavy CoY attempts and I can't even really place what kind of HE army will be fielded.

At least I won't have to face an HPA with the Skaven player. I suspect he'll field as many bodies as possible so I'll probably have to hope for our MM spell coupled with some good rolling from my Ghouls/Wolves.
 
Any ideas on how I can stop 3 Mournfang in their tracks? At 500 points, I suspect they won't have magical attacks so I could feasibly tie them up with a Spirit Host if I'm permitted to proxy.
 
A spirit host would perform well if you can either proxy or get one ready in time. Not many things will have magical attacks at this point level and there will be few rank bonuses.

I'll look at HE tonight and give you an idea of what I would you could see. Can you give me a summary of the army build restrictions for skirmish?
 
I was thinking Spirit Host was the most plausible answer, even if it holds up the Mournfangs until I can overwhelm them with numbers as I suspect that it'll be a case of annihilating the opponent.

I know that the other Ogre Kingdoms player is taking the big war machine, so I'll be using my Wolves to hunt it out before it can do too much damage.
 
One other consideration; I'm in two minds regards whether I should take the Cursed Book or the Book of Arkhan. A bound Vanhel's might prove handy if I don't roll for it. In fact, if I do take it, I'd be praying I don't roll Vanhel's!
 

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