Magicy Somewhat Unorthodox 2000 pt List

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Aleraen

Zombie
Feb 20, 2008
28
Zombies
13
Well, hence the title, this list is a bit odd. Mostly due to some of the magic item set-ups, but I'll hopefully justify them a bit when I tell you why I did what I did.

Vampire Lord w/Level 3, Forbidden Lore, Dark Acolyte, Lord of the Dead, Crown of the Damned, Night Shroud, Blooddrinker = 430
(Alright, this is a bit odd -- not horribly so, but still. The problem here is I'm taking two risks: a Stupid high-level wizard, and a relatively unarmoured General. The pay-off, however, is that everyone is going to want to attack this guy inside his unit of Grave Guard, which means the Nightshroud is definately going to work. Oh, and he's a hell of a fighter that can regain any wounds that get past his Ward. The Stupidity isn't a huge deal: he's Ld 10. No Cold One Knight.)

Vampire w/Dark Acolyte, Lord of the Dead, Tomb Blade, Flayed Hauberk = 195
(A mini-version of my Lord. Sits inside a unit of Skeletons.)

Vampire w/Dark Acolyte, Lord of the Dead, Black Periapt, Helm of Commandment, Biting Blade = 195
(Starting to see a trend with my Vampire Powers? I love the Helm of Commandment. This Vampire sits in the other unit of Skellies, and uses the Helm to give the Grave Guard unit a similar effect to the BoB. Also, should someone challenge him, he will refuse, sit out of combat, and give the unit he's in his WS. A neat trick, no?)

14 Skeletons w/Standard, Musician, Warbanner = 149
14 Skeletons w/Standard, Musician, Banner of the Dead Legion = 149
(Pretty standard. Banner of the Dead Legion = win. I raise 'em 'til I can't no mo'.)

20 Zombies = 80
(Rawr. Kill us.)

Corpse Cart w/Balefire = 100
Corpse Cart w/Balefire = 100
(High Elves, eat your hearts out. Or I'll do it for you.)

19 Grave Guard w/Full Command = 258
(The Lord's best buds.)

5 Black Knights w/Standard, Musician, Banner of Hellish Vigour = 169
(Difficult terrain says what? Flankers.)

Varghulf = 175
(Terror causing flanker that, unlike Skeletons, will actually kill something.)

Total = 2000 pts
PD: 10 (+1?) DD: 6 (+1?) BS: 2 DS: 0 MC: 78

The basic idea of the list is to have a solid center that looks, from left to right, like: Skeletons - Corpse Cart - Grave Guard - Corpse Cart - Skeletons. And to advance them forward, raising as I go. The Varghulf and the Black Knights serve as flankers, of course, and essentially ensure that I can beat a unit with CR. The Lord will likely take Death magic (unless I'm facing an army with a general high AS, in which case I'll take Metal) in order to use Fear/Terror to the utmost effect, and still be able to raise Skeletons on a 3+. I generally dominate the magic phase, and I have a feeling I can take all comers and give a good show.

My main opponents are Lizardmen, Brettonians, Wood Elves, and High Elves (and probably other Vampire Counts).

So. Impressions? Criticism? Irreverant banter and bad Undead-related witicisms?
 
I like it...save the lack of Dire Wolves. They are a must IMO since they are beyond good at re-directing stuff.

Odd vampires. I'm not really sure if HoC from the back rank is going to work. The BRB says that he can't fight or do anything else that turn...however the HoC just simply states that if he is not in combat a unit can use his WS.

Since you're not "doing" anything with the HoC, the unit attacking is...it just might work. That would be awsome.
 
Nedar said:
I like it...save the lack of Dire Wolves. They are a must IMO since they are beyond good at re-directing stuff.

Odd vampires. I'm not really sure if HoC from the back rank is going to work. The BRB says that he can't fight or do anything else that turn...however the HoC just simply states that if he is not in combat a unit can use his WS.

Since you're not "doing" anything with the HoC, the unit attacking is...it just might work. That would be awsome.
I actually did have Dire Wolves in the original list (and I have the models, thanks to the spearhead), but I just had to take them out in order to pad out the Skeletons. Units of 10 Skeletons on Turn 1 were too risky, I thought. But, if I play it and find something that isn't working out in the list, they're the first thing I'll put back in.

My logic is, they're so odd, they just might work. xD But the manager at my GW, the Seattle Battle Bunker, claims the HoC thing works just fine. Of course, only for that first turn of combat, but it might just be enough to swing it in my favour.
 
I like the list a lot - I'd consider changing the zombies to 10 ghouls. The ghouls have uses other than get slaughtered...!
 

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