This list is based on the fluff for my army which is detailed in other sections.
So the the Lord has to be Ethereal and I want heavy Magic so heres what I got:
Characters
Malachi the Dammed - Lord Character @ 355pts
Extra Magic Level
Spectral Form
Dark Acolyte
Avatar of Death
(Ethereal, Heavy Armour, GW, Lvl 4, 4PD/2DD)
Will be placed in Wraith unit
Elesa - Lord Character @ 450pts
Extra Magic Level
Master of the Black Arts
Forbidden Lore
Summon Creatures of the Night or Ghouls (advice needed!)
Skull Staff
Night Shroud
Sword of Might
(S6, Light Armour, +1 to cast/dispel, Lvl 3, 5PD/2DD)
In GG Unit
Fengar - Vampire Hero Character @ 200pts
Hunter in the Dark
Supernatural Terror
Talisman of Lynci
Armour of Night
Black Periapt
(Scout, Terror, M9, -2 to hit, Lvl 1, 1PD/1DD)
Alone
Rienhard - Vampire Hero Character @195pts
Dark Acolyte
Lord of the Dead
Tomb Blade
Flayed Hauberk
(2+ SV, Lvl 2, 2PD/1DD)
In Skeleton unit without magic banner
The Forgotten Warrior - Wight King Hero Character @85pts
GW
HW & Heavy Armour
(4+/5+ SV)
In Skeleton Unit with magic banner
Hanz Kressar - Necromancer Hero Character @ 125pts
Extra Necromancy Spell - Vanhels Danse Macabre
Dispel Scroll x2
(Lvl 1, 1PD/1DD)
Mounted on CC
Core
Skeleton Warriors x 14 @ 142pts
Full Command
Banner of Hellfire
(Flaming Attacks)
Skeleton Warriors x 14 @ 132pts
Full Command
Zombies x 30 @ 128pts
Standard
Ghouls x 12 @ 96pts
Corpse Cart @ 100pts
Balefire
Mount for necromancer, placed in Ghoul unit
Dire Wolves x 8 @ 64pts
Dire Wolves x 8 @ 64pts
Special Units
Grave Guard x 14 @ 257
Full Command
GW
Banner of the Barrows
Fell Bats x 3 @ 60pts
Rare
Cairn Wraiths x 7 @ 375pts
Tomb Banshee Upgrade
"Beast" - Vargulf @ 175pts
Total:3003Pts
Phase Breakdown
Movement - Average, some fast moving units to protect flank, one fast moving tough unit (Wraiths with Lord). Combat enemies movement with scout & dire wolves?
Magic - Very Strong, 19 Spells, 15PD(poss 16)/9DD(poss 10), two dispel scrolls, one caster +1 to cast/dispel, 1 Bound Spell plus choice of lore for one caster so will adapt to enemy (i.e Lore of Metal for Dwarfs)
Shooting - Poor, protection in form of distractions, (scout, fell bats)
screeners (Wolves), sight blockers (wraith unit vs non-magical shots)
Combat - Good, most units have a hard-hitter, two main skeleton units will be raised above starting number for autobreak (anvils), GG, vargulf & wraiths as hammer, Zombies as tar pit for anything really dangerous. Ghouls & CC as support unit
The idea is to use the scout & bats to block marching, possibly cause units to flee, wolves & vargulf to protect flanks, core units to protect each other, ghouls mainly supporting. Wraith's with Lord keep in terrain where possoble to avoid magical fire and then engage in combat. I should be able to keep the units up and running with the strong magic phase and protect my general and wraiths.
So any feedback? I know its not ideal but its first a fluffy army, then a tactical one, still any ideas would be much appreciated.
So the the Lord has to be Ethereal and I want heavy Magic so heres what I got:
Characters
Malachi the Dammed - Lord Character @ 355pts
Extra Magic Level
Spectral Form
Dark Acolyte
Avatar of Death
(Ethereal, Heavy Armour, GW, Lvl 4, 4PD/2DD)
Will be placed in Wraith unit
Elesa - Lord Character @ 450pts
Extra Magic Level
Master of the Black Arts
Forbidden Lore
Summon Creatures of the Night or Ghouls (advice needed!)
Skull Staff
Night Shroud
Sword of Might
(S6, Light Armour, +1 to cast/dispel, Lvl 3, 5PD/2DD)
In GG Unit
Fengar - Vampire Hero Character @ 200pts
Hunter in the Dark
Supernatural Terror
Talisman of Lynci
Armour of Night
Black Periapt
(Scout, Terror, M9, -2 to hit, Lvl 1, 1PD/1DD)
Alone
Rienhard - Vampire Hero Character @195pts
Dark Acolyte
Lord of the Dead
Tomb Blade
Flayed Hauberk
(2+ SV, Lvl 2, 2PD/1DD)
In Skeleton unit without magic banner
The Forgotten Warrior - Wight King Hero Character @85pts
GW
HW & Heavy Armour
(4+/5+ SV)
In Skeleton Unit with magic banner
Hanz Kressar - Necromancer Hero Character @ 125pts
Extra Necromancy Spell - Vanhels Danse Macabre
Dispel Scroll x2
(Lvl 1, 1PD/1DD)
Mounted on CC
Core
Skeleton Warriors x 14 @ 142pts
Full Command
Banner of Hellfire
(Flaming Attacks)
Skeleton Warriors x 14 @ 132pts
Full Command
Zombies x 30 @ 128pts
Standard
Ghouls x 12 @ 96pts
Corpse Cart @ 100pts
Balefire
Mount for necromancer, placed in Ghoul unit
Dire Wolves x 8 @ 64pts
Dire Wolves x 8 @ 64pts
Special Units
Grave Guard x 14 @ 257
Full Command
GW
Banner of the Barrows
Fell Bats x 3 @ 60pts
Rare
Cairn Wraiths x 7 @ 375pts
Tomb Banshee Upgrade
"Beast" - Vargulf @ 175pts
Total:3003Pts
Phase Breakdown
Movement - Average, some fast moving units to protect flank, one fast moving tough unit (Wraiths with Lord). Combat enemies movement with scout & dire wolves?
Magic - Very Strong, 19 Spells, 15PD(poss 16)/9DD(poss 10), two dispel scrolls, one caster +1 to cast/dispel, 1 Bound Spell plus choice of lore for one caster so will adapt to enemy (i.e Lore of Metal for Dwarfs)
Shooting - Poor, protection in form of distractions, (scout, fell bats)
screeners (Wolves), sight blockers (wraith unit vs non-magical shots)
Combat - Good, most units have a hard-hitter, two main skeleton units will be raised above starting number for autobreak (anvils), GG, vargulf & wraiths as hammer, Zombies as tar pit for anything really dangerous. Ghouls & CC as support unit
The idea is to use the scout & bats to block marching, possibly cause units to flee, wolves & vargulf to protect flanks, core units to protect each other, ghouls mainly supporting. Wraith's with Lord keep in terrain where possoble to avoid magical fire and then engage in combat. I should be able to keep the units up and running with the strong magic phase and protect my general and wraiths.
So any feedback? I know its not ideal but its first a fluffy army, then a tactical one, still any ideas would be much appreciated.