- Jul 13, 2014
- 790
Vampire Lord:
COMMAND ABILITY Blood Feast - target DEATH unit can make one extra attack with each of their melee weapons until your next phase.
Necromancer:
SPELL Vanhels - Skeleton, mordant (?) or zombie unit within 18" can pile in and attack TWICE in your next combat phase.
Corpse Cart:
Balefire Brazier/Unholy Lodestone: Basically either an offensive or defensive magic buff, Lodestone buffs your rolls by +1, Brazier debuffs the enemy rolls by -1, with a range of 18" for both.
Vigor Mortis: Add +1 to hit to zombie units within 9" of your cart. (this is on the zombie scroll)
Vigor Necris: Gives Dire Wolves a 4+ save instead of 5+ to units within 9" (dire wolves scroll)
Zombies:
Dragged down and torn apart: Add 1 to hit and wound rolls for every 10 zombies in the unit, up to +3. So a unit of 30 zombies is hitting and wounding on 3+, not 6+. With a corpse cart nearby its 2+ 3+.
Wight King:
Infernal Banner: 6++ essentially, even against Mortal Wounds. 9" range when moved, 18" HUGE bubble when planted.
Mortis Engine:
Blasphemous Tome - Add 1 to casting rolls for DEATH WIZARDS within 12". Minus 1 to casting rolls of all other wizards within 12". You can give your Death wizards +2 to cast when alongside a CC, whilst giving the enemy -2. Makes getting that Vanhels off much more reliable. Or summoning that unit of zombies or Distraction Carnifex/terrorgheist.
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These are the most obvious synergies I've seen so far.
Say, two units of 30 zombies, supported by a Wight King, VL, Necro and Corpse Cart. Assuming you can get 15 zombies into range (overlap bases, and zombies are quiet slender/small), they get 30 attacks at 2+ 3+, with 6++ saves, then they get to do it AGAIN.
Please please please, by all means add your own synergies that you've spotted or calculated.
Bearing in mind I haven't even looked at the TK warscrolls yet except for the "bend your knee" gag rule for Settra, so I'm sure there are some synergies in there.
COMMAND ABILITY Blood Feast - target DEATH unit can make one extra attack with each of their melee weapons until your next phase.
Necromancer:
SPELL Vanhels - Skeleton, mordant (?) or zombie unit within 18" can pile in and attack TWICE in your next combat phase.
Corpse Cart:
Balefire Brazier/Unholy Lodestone: Basically either an offensive or defensive magic buff, Lodestone buffs your rolls by +1, Brazier debuffs the enemy rolls by -1, with a range of 18" for both.
Vigor Mortis: Add +1 to hit to zombie units within 9" of your cart. (this is on the zombie scroll)
Vigor Necris: Gives Dire Wolves a 4+ save instead of 5+ to units within 9" (dire wolves scroll)
Zombies:
Dragged down and torn apart: Add 1 to hit and wound rolls for every 10 zombies in the unit, up to +3. So a unit of 30 zombies is hitting and wounding on 3+, not 6+. With a corpse cart nearby its 2+ 3+.
Wight King:
Infernal Banner: 6++ essentially, even against Mortal Wounds. 9" range when moved, 18" HUGE bubble when planted.
Mortis Engine:
Blasphemous Tome - Add 1 to casting rolls for DEATH WIZARDS within 12". Minus 1 to casting rolls of all other wizards within 12". You can give your Death wizards +2 to cast when alongside a CC, whilst giving the enemy -2. Makes getting that Vanhels off much more reliable. Or summoning that unit of zombies or Distraction Carnifex/terrorgheist.
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These are the most obvious synergies I've seen so far.
Say, two units of 30 zombies, supported by a Wight King, VL, Necro and Corpse Cart. Assuming you can get 15 zombies into range (overlap bases, and zombies are quiet slender/small), they get 30 attacks at 2+ 3+, with 6++ saves, then they get to do it AGAIN.
Please please please, by all means add your own synergies that you've spotted or calculated.
Bearing in mind I haven't even looked at the TK warscrolls yet except for the "bend your knee" gag rule for Settra, so I'm sure there are some synergies in there.