Hiding the necromancers

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dzungia

Skeleton
Nov 15, 2007
98
Zombies
38
In 6th edition, the necromancers used to hide in zombies. Now, because the vampires are good at combat as well, I dont avoid fighting as far as a caster vampire has to face a fighter hero of my opponent. The problem is the necromancers.
How can one protect a necromancer? In a ghoul/skeleton bunker? With Corpse Cart? Any other suggestions?
By the way, is Corpse Cart allowed to join a unit? I checked the rule book. Although there are no statements against or for it as far as I read.
 
I think you still need a necromancer bunker to protect them. A corpse cart is not much protection in my opinion, and provides one target instead of two. However if you are strapped for points you can go ahead and do it, but be careful of warmachines.

Corpse Carts can join units. I believe any character riding a monster can join a unit, I don't see a US restriction, only a restriction for "Look Out Sir!" rules (characters in units can benefit from Look Out Sir! as long as their US < 5. A ridden Corpse Cart has a US of 4).

Relevant pages from the MRB:
"Character and Units" first two paragraphs, pg. 72
First paragraph under "Monster Model" pg. 58.
Look out Sir! Bottom left. pg. 75
 
Personally my way to protect my necro is on the Corpse cart in a unit of ghouls, thier high toughness makes them a great bunker plus they can actually do some damage with thier 2 poison attacks back supported by the CC bound spell allowing them to ASF and the necro should be able to keep them coming back. I also like the idea fluff wise as I can imagine the ghouls seeing the CC as a walking buffet!

Other than that it is actually difficult to protect your necro as they can only take the nightshroud which IMHO is waste on them and the other ward saves you probably want for your vamps, best bet is CC in a unit!
 
But if a single monster cannot join a unit but a ridden monster only then what happens if the rider is killed? There will be a single monster in a unit. And that is not allowed. By the way, if the rules for a monster applies to the Corpse Cart then when the rider is killed, is monster reaction roll required? It does not make sense fluffwise but rules are rules :)
 
I don't think it is a monster, I think it just moves like a monster but I'll have to double check this, I'm not certain.

I'll have to take a look at the rules to determine if it would make a roll on the monstrous mount reaction table; it would be really strange if the corpse cart went berserk (strange but awesome!).

There are a number of ways a unit can become illegal, such as two characters in a unit and the whole unit gets wiped out except for the character. This has been discussed already on this forum and multiple times on warseer.

I won't start the discussion up on here again, but there are problems no matter how you handle it. I believe the best way is to keep it a unit until there's a good opportunity to separate it into different units. If you want to bring up counter arguments please revive the old post.

Edit: Corpse Cart in units already being discussed in this thread. Please keep this thread to only "How to Protect a Necromancer"

This thread moved to Tactics - Grish
 
CC in a unit is the best way to do it. It helps protect the CC as well, and giving a necro any kind of armor is just silly IMO. The fact that they can wear a nightshroud could help them if on a CC, since you'll have 2d6 S2 attacks to try to slay your assailant before he kills your squishy dead head.

At worst, a ghoul bunker next to a HoC vampire hiding in the back would suffice.
 
I personally wouldn't put a Corpse Cart in a unit. There's nothing that exactly says you can't do it, but there aren't paragraphs of rules and diagrams like there are for the Screaming Bell either. Just seems like more trouble than it's worth: but that's being discussed elsewhere.

The only Necromancer I've run so far has been in a big Skeleton block along with one of my Vampires, the idea being that he takes care of Vanhel's Dansing for that unit and she wrangles the Invocation. It's worked out quite well so far: self-sufficient and surprisingly meaty.
 
I put my necro in a unit of Ghouls (cause they are cheaper and T4) with my helm of commandment vamp right behind my main skeleton unit which is usually 20-25 skellies.

I would like to put the corpse cart in the unit for shooting protection but I use the cart a lot deployed on it's side looking at my flanks to avoid scout deployments on my side of the table (terrain permitting).

However there are times I wouldn't mind doing it, I am just not quite sure yet on the argument that the CC can join a unit.
 
From the GW Vampire Counts errata:

"Q. Can a necro mounted on a CC join a friendly unit? If yes, and the necro is killed when the cc is attached to a friendly unit, must the cc be subsequently detached from the friendly unit?

A. Yes it can join friendly units, and yes, at the end of the phase when the ncro is killed the cc is moved outside the unit, remaining in base contact with it, as close as possible to the position it was occupying when ridden."

Thread closed. ;-)

Oh, and you can find the errata here.
 
Vesson, the reason no one has posted in this thread for half a year, is probably because the FAQ is common knowledge by now. Don't resurrect dead topics please.
 
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