- Sep 23, 2009
- 2,839
One of the smaller Old World youtubers I follow is trying to run a sort of narrative campaign. Nothing too fancy or detailed, but it's an excuse to get some games in, provided I can either talk my room mate into it or find someone down to play a round at the local store.
First round theme is 'scouting parties', 1k points, no unique heroes, no 'lord level' characters (ie, no level 3/4 wizards, no heroes restricted per 1000 points, basically nothing that would have been a 'lord' back in WHFB). Though it's not a stated rule of the round, I'm also self-imposing a 'no behemoths' restriction.
Based on comment section, someone else will already be submitting results for vampire counts, so I'm leaning towards tomb kings instead, specifically 'Disciples of Arkhan' - exiled Nagash worshipers using the Mortuary Cult rules. Here's my current take on a fluffy 1k scouting party:
- Mortuary Priest, General/Heirophant, lv2, necromancy, skeletal steed, talisman of protection, scarab brooch
- Mortuary Priest, Battle Standard Bearer, lv2, necromancy, skeletal steed, warding splint
- 5 Skeleton Horse Archers, light armor, chariot runners, champion
- 5 Skeleton Horse Archers, light armor, chariot runners, champion
- 2 Tomb Swarms, ambushers
- 3 Necroserpents, ambushers, terrors from below
- Tomb Scorpion, ambushers, terrors from below
- Tomb Scorpion, ambushers, terrors from below
- 3 chariots, full command
- 2 carrion
Typically for any mortuary cult list Id run some ushabti, a casket, and a necrosphinx, but for a scouting party it felt more appropriate to stick exclusively to faster or ambushing/summoned stuff. The sphinx of course would be fast enough, but from experience is a big feels bad unit at 1,000 points. As mentioned above, I'm avoiding behemoths for that reason even if they're technically allowed. If I were running generic Tomb Kings I might throw a warsphinx in, they're not too bad, but that's not an option for mortuary cult. To get the Arkhan/Nagash flavor in, I'm going with necromancy on the casters, even though illusion or elementalism would probably be better for this list due to the lack of terror & no skull catapults.
Catapults feel out of place for the 'scouting party' narrative, but I would like to get the terror mask in on the chariot champion. Not sure what I'd drop though? The light armor, chariot runners, and arguably the champions on the horse archers are all superfluous burned points, but I needed them to hit the increased core minimum for mortuary cult (1/3 instead of 1/4), so while I could move those points to something else in core (I'd like to run 2x6 naked horse archers instead of 2x5 with upgrades, but I only have the 10 models), I can't shift it into the chariots, which are special for the mortuary cult. I could drop the bsb, or one of the 5+ ward items off the wizards, but that feels like a mistake to me.
Game plan is to put the priests in the horse archer units and use their reserve move to try to set up advantageous casting/healing/summoning positions while avoiding charge arcs at all cost. Summon up the tomb swarms as charge blockers / casting bonus fodder. The carrion also are there to sacrifice either to tie up a shooty unit or block a charge on the wizards. The necroserpents and scorpions get summoned up to do damage with terrors below (assuming my opponent has any valid targets). After that the necroserpents also become chaff, while the scorpions become my main / only real damage threat, trying to position just one good combi charge with the chariots.
Not really aiming to win here, more aiming to role play. Will make the best game of it I can, but when things start looking south, either because the charriot/scorpion charge doesn't come together or because one of the priests/cav units gets tagged, then any remaining priests and their retinues will book it for the nearest board edge, sacrificing their points in this game to carry news of the encounter back to the main force.