Elves wreck necro knights. Waywatchers drop them fast and if you are facing the Host of the Eternity King, you'll have RBT's to deal with as well. All wood elf bows and dark elf repeater crossbows are armor piercing so poison shots are also a threat making that 3+ a 4+.
True, but a full turn of elf shooting will wreck just about ANYthing in our list. Trick is threat maximization, redundancy, and obfuscation. Give them multiple targets to shoot at, and plan contingencies for whichever your opponents picks.
To use my current double-blender, double-varg-4pack list as an example, my plan against gunlines is to jam my bus down their throat at the same time as I set my vargheists up to charge their warmachines. Then I pass the ball to my opponent, essentially saying "Do you gamble on disabling my bus in a round of shooting? Because if you don't shoot the vargs then you're only going to get the one." Crippling the bus will slow their ability to shred the enemy army, but the vargheists will mulch the warmachines then be freed up to support. Knocking out the vargheists means letting my bus hide in combat, and they might not get another chance to shoot at it before it's crippled their ability to respond.
Similar story with necroknights. Yes they're threatening, but they're generally not as IMMEDIATELY threatening as something like a VL bus, a unit of vargheists, or a bunch of hex wraiths can be. If your opponent focuses on them then you can punch through with the rest. If not then the knights will generally absorb a very significant amount of firepower before going down. T4 4+ 3 wounds a piece takes longer than you'd think to chew through.
Add a 5++ off Lore of Nehekhara or a -1 to hit off Lore of Light into the mix and they're even better.
I forgot about the skellies, yes, they are better than vc skellies for being cheaper albeit at the expense of armor and no magic banner.
You can only take one magic banner anyways, and unless you're putting a character into the unit it's not too big a loss (and if you are then you only need one
VC unit).
Note that for the same cost as
VC skeletons you can buy
TK ones, and get the benefit of better LD. The only real downsides are spears and magic banners, and the magic banners are frequently superfluous and spears are garbage so no real big loss.
As far as archers vs zombies goes, I disagree. You can field twice as many zombies and having the ability to summon in more to mitigate damage is priceless.
Yeah but they just sit there. An archer bunker can clear
chaff (and can see through just about any unit in the UL army, given how skinny the models are...true line of sight remember), have access to a champion (huge against flying solo characters trying to snipe your mages), and hit back against most things on 4s (meaning they actually fight off fast cav decently well).
I find that chariots are very circumstantial and too pricey. I never think to myself that I would rather have them than vargs or hexies to fill particular roles. Yes, they come out of core but I'd rather take dogs or horse archers.
Then you're not using them right. Chariots are a great little toolkit. A little bit of shooting, raise up really easily, just threatening enough to mess with your opponents plans, and can operate effectively outside of the march bubble (which you can't say about much of anything in UL core).
They can fend off fast cav by threatening 3d6 S4 impact hits, while chipping away at them with shooting. They can crash into the flank of a combat late-game to lend some CR. They can knock regen off of something before vampires get to strike. What more could you want in a sub-200 point core unit?
On the Warsphinx
We live in the Time of The Elf (read that in Gandalf's voice) so that 5+ save really isn't protecting much. I don't field Terrorgheists at all since the meta around here is so loaded with artillery and bows and he's much more maneuverable.
No, but if you don't expose them to a full army's worth of shooting all at once and hold them back a little bit they can take a very substantial amount of abuse before being dragged down. And unlike with
TK, where taking just a little abuse was all that was needed to make them manageable, you can put wounds back on them with the lore attribute and you're laughing.
They're not amazing, but they're a very solid anvil against anything without SCR and will thunderstomp the shit out of most things with it.
I'll concede that Nehekhara in a BK bus is good but I do find the casting values to be rather high.
Yeah it's super irritating. Everything in Nehekh is costed as though the casket and hierotitan came free with the list. That said, so long as you don't boost anything it's a very decent supporting lore. Just don't make it your ONLY lore.