Master Necromancers - Our go-to Lord?

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I'm not sure is this too off-topic, but speaking of our Lords I wanted to ask your opinions about something...

What Lords you would take in a 2400 points army? You can't have a fully-kitted combat Vampire Lord and a Master Necromancer, so we have to make some choices. Let's assume that there has to be a Lvl 4 wizard in the army (why not?). We have mainly three choices.

1. A fully-kitted Vampire Lord. This means we have a Lvl 4 Vampire Lord, who has some protective and offensive stuff. He/she/its very expensive, and his/hers/its death means a lot for the army.

2. A cheap Vampire Lord and a cheap Master Necromancer. This means we cannot have the full bang for our buck is we don't do this correctly.

3. A Master Necromancer, no Vampire Lord at all. I'm going to try this tomorrow. The army doesn't have the combat awesomeness of Vampire Lord, but I can freely have an expensive Master Necromancer general. Also, the Ld is a bit worse, so making all those combat and swift reforms and march tests might be tricky.

What do you think about? Feel free to move this post if I'm going too far away from the main topic.

- Cheers, Skarsnik.
 
Duke Danse Macabre said:
Considering you can run a level 4 in 800 points, hell yes!

Yeah lvl4 in 800, Sweet.

Just thinking of what you can do with the now damned near roominess of 1200pts:

Master Necromaster: All upgrades, +2mr talisman, Cursed Book
24 Zombies FC to bunker in

Konrad
27 skellies FC w/ Screaming banner, player preference on weapons

2x 5 Dire Wolves
Corpse Cart with Lodestone, and what the heck give him a spear.
2x 2 Fellbats
Mortis engine w/ Tome

1197pts

Run Necro/zombie unit in back in whatever formation you want, Mortis & CC to the sides of them, Konrad/Skel in front with a wolf & bat unit to each side.

Every turn get a 6-12" IoN and either Vanhels or Hellish off depending on if you need to move or fight that turn. Worst difficulty roll you're looking at is a 10+ to bubble hellish(16-6=10). Every turn you'll raise 2d6+4 Zombies and d6+4 skellies, have ASF and reroll to hit on most/all of your army, and either moved or got reroll to wound. Bats can hunt/tie-up the one maybe two warmachines and any ambushers. Wolves play flanker duty. By the CC phase of turn 3 you should have 50+ zombies and 45+ Skellies if WM and magic havn't shrank them. Mortis can scream into unit Konrad is fighting and other than his normal spells Master necro can cursed book the unit Konrad is against.

Edit: Not to mention the Hurt/regen bubble of Mortis
 

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