Alright, well here is one of my first attempts at a new list which is trying to capture the feel of a reclusive Necrarch Vampire and his attendants, experiments, and artifacts.
Ideally, this is meant to be a friendly list not designed with optimized tournament play in mind, while still being a strong army, of course.
LORDS
Vampire Lord - 534
HEROES
Necromancer - 245
Necromancer - 125
CORE
50 Zombie Horde - 160
50 Zombie Horde - 160
30 Zombie Horde - 100
30 Zombie Horde - 100
15 Dire Wolves - 130
SPECIAL
Corpse Cart - 120
5 Hexwraiths - 150
5 Hexwraiths - 150
6 Vargheists - 286
RARE
Mortis Engine - 240
So, from a tactical standpoint : The army has to rely on its faster elements to harass the enemy and take out the largest threats, such as monsters and stone throwers and the like. The core of the army will be a phalanx formed of zombies with the Carts making a roughly 12" bubble and the Mortis Engine in the center handing out Regeneration and giving a huge boost to my Magic phase. The extra +2 to all Wizards should be plenty to keep growing the Zombies without to much dispelling, and should give me the option to store some dice for Dispel if facing a strong enemy Magic phase.
The Zombies are more of a demoralizing factor, but in conjunction with the hitting power of the Vargeists, or the Wolves disruption etc, I see them being able to weigh down and eliminate units. Not to mention that I can still create new units to hold off threats until help arrives. While mid/late game the Engine will become a more obvious and looming threat, while the Vampire Lord is available if absolutely necessary.
So, what do you think? Should certain units be combined/broken down? Does the army seem viable? Will it only work against certain armies, or can it be an all-comer? Most importantly, does it feel like a Necrarch force?
Ideally, this is meant to be a friendly list not designed with optimized tournament play in mind, while still being a strong army, of course.
LORDS
Vampire Lord - 534
- Wizard Level 4 - Lore of the Vampires
- Mundane Equipment
- Heavy Armor
- Shield
- Vampiric Powers
- Master of the Black Arts
- Dark Acolyte
- Magic Items
- Black Periapt
- Talisman of Preservation
HEROES
Necromancer - 245
- Wizard Level 2 - Lore of the Vampires
- Magic Items
- Book of Arkhan
- Mount - Corpse Cart
- Unholy Lodestone
Necromancer - 125
- Wizard Level 2 - Lore of the Vampires
- Magic Items
- Dispel Scroll
CORE
50 Zombie Horde - 160
- Standard
- Musician
50 Zombie Horde - 160
- Standard
- Musician
30 Zombie Horde - 100
- Standard
- Musician
30 Zombie Horde - 100
- Standard
- Musician
15 Dire Wolves - 130
- Doom Wolf
SPECIAL
Corpse Cart - 120
- Unholy Lodestone
5 Hexwraiths - 150
5 Hexwraiths - 150
6 Vargheists - 286
- Vargoyle
RARE
Mortis Engine - 240
- Blasphemous Tome
So, from a tactical standpoint : The army has to rely on its faster elements to harass the enemy and take out the largest threats, such as monsters and stone throwers and the like. The core of the army will be a phalanx formed of zombies with the Carts making a roughly 12" bubble and the Mortis Engine in the center handing out Regeneration and giving a huge boost to my Magic phase. The extra +2 to all Wizards should be plenty to keep growing the Zombies without to much dispelling, and should give me the option to store some dice for Dispel if facing a strong enemy Magic phase.
The Zombies are more of a demoralizing factor, but in conjunction with the hitting power of the Vargeists, or the Wolves disruption etc, I see them being able to weigh down and eliminate units. Not to mention that I can still create new units to hold off threats until help arrives. While mid/late game the Engine will become a more obvious and looming threat, while the Vampire Lord is available if absolutely necessary.
So, what do you think? Should certain units be combined/broken down? Does the army seem viable? Will it only work against certain armies, or can it be an all-comer? Most importantly, does it feel like a Necrarch force?