Combined Arms @ 2500

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Velmates

Skeleton
Feb 3, 2012
98
Zombies
90
This is my new llist, I want to try someday in the holidays. Here are my thoughts on this list:

I wanted a fast key element in my army so I included the black knight bus and the level 4 Lord. I think you need a level 4 caster even if it is just for defensive matters. With this in my mind, I knew that there won't be a Master Necromancer but I don't like them anyway. I added the death caster vampire because I wanted to try the lore on a level 2 and needed the LD-bonus from the Lord. I could have done as well with a level 1 but I think death has so may good spells, I just swap the worse one with Spirit Leech and be happy with that.

I am not a fan of death-stars and I started to feel a little uncomfortable even with the two vampires in the knight unit. But there is no way around that, I think.

This is also the reason why I added the vampire on foot. He (or better she, since it is the model of Isabella) will join the ghouls for some extra punch. The ghouls will go in horde formation of course and will be flank-protected by the two Zombie units. Should I need those Zombies as speedbumps or something like that, they can do this as well. The Spirit Hosts will serve as flank protection as well or redirect or tarpit stuff.

The wolves will perform the same role as the Zombies but are fast enough to keep pace with the knight bus.

The terrorgheist should be clear, I think. Stay behind my lines and scream at viable targets.

The Hexwraiths... well... I achieved some good results with them lately but I am a bit unsure if I shouldn't better swap them for some Vargheists to hunt warmachines, wizards and such things.

That brings me to my questions:

- Hexies or Vargheists with this army?
- I have never used Zombies as flank protection (just as mage-bunkers), but will they work?
- What do you think of the general composition? I play a lot against Lizzies, Empire, Ogres and elves of any kind.

If you answer, please explain your thoughts. Thank you in advance!
 
Hello :)

1) vargheists all the way. They are better warmachine hunters and scare the heck out of casters. Knight, TG and vargheists on a flank is a very threatening force indeed.
2) They can although they may be a bit slow. Smart use of the conga line tactic (thank you, new FAQ) can maximize their potential.
3) You should perform fairly well although I think a few less knights might work better so you can squeeze out points for something else. Try the MR 3 item on the mounted hero to portect against death snipes.
 
Yeah, while posting this list I was thinking about the unit size of the knights. Since I just have 2 characters in it I think I will go with 10 or 11 knights and 6 wide. This leaves enough spare points for the MR(3) item.

About the Charmed Shield: the description says, the first hit is ignored. Does this mean, the first wound is ignored? After armour saves? If yes, I think I will use it instead of the Enchanted Shield...

Maybe someone has a different opinion on the Hexwraith/Vargheist issue but I think I will try the latter. The ability to fly over the enemy lines and hit the soft spots accurately appeals to me more than the ethereal riders since they don't perform a special role in this army. What I'm really missing is stuff that can knock out war machines and fast redirectors...

EDIT: Regarding the Obsidian Lodestone: This item costs nearly the maximum point allowance for heroes... To put it on the mounted hero vamp, I would have to remove the Cursed Book... Hmmm, I don't really like the idea of removing it but MR(3) for the whole semi-star seems tempting.

Maybe someone elso could give some input? And if I am going to remove 3 knights, add the Lodestone and swap Hexies for Vargheists I still have 80 spare points left. Any ideas?
 

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