OK, played a game with the Necrarch list a few days ago, thought I'd let you know how it went:
My List:
Lord: skull staff, flayed hauberk, MoTBA, Forbidden Lore, Lord of the dead
Vampire: Dark Acolyte, Book of Arkhan, steed
Wight King BSB: Sword of Kings
20 skeletons, full command, war banner (Wight King Goes Here)
20 Zombies, full command
9 Experiments
(Lord Goes Here)
2x5 dire wolves
5 wraiths, with banshee
5 black knights
Abyssal Terror: Devastating Charge, Strength Upgrade, WS upgrade
Abyssal Terror
Experiments rolled decent for stats--strength 4, T4, A2, W2, explosive, WS2.
his list:
Arch Lector, 4+ ward, great weapon, Icon of Magnus, Armour of Metoeric Iron, GW
Warrior Priest: Unknown equipment
BSB: Griffon Standard, full plate
Light Wizard: 2 scroll
25 swordsmen, full command (Arch Lector)
detachment: 10 halberdiers
25 swordsmen, full command (Warrior Priest, BSB)
deatchments: 10 crossbowmen, 10 handgunners
15 flagellents
5 pistoliers: outrider with repeater pistol
5 inner circle knight, full command
Cannon
Steam Tank
Helblaster
The scenario was objective based--one large objective worth 500 VPs on one side in centre, one smaller one worth 250 VPs on the other side. he won first turn.
Turn 1-Empire:
He moves up all infanty, trying to claim the large objective, a building, but falls an inch short. his flagellents and pistoliers move around the building, trying to head off flankig attempts. Magic phase is uneventful, he only manages to get off one prayer of sigmar (the unbreakable one) from his arch lector. Shooting decimates my black knights, as he tries (and fails) to cannon snipe the vampire, leaving only 2 standing.
Turn 1-VC
I Move my experiments into the building, cortesy of their M5, claiming the objective. my skeleton unit goes around the other side of the building from the flagellents, towards his general's unit. one unit of dire wolves moves forward to decoy the flagellents out of position, while on the other flank, vampire and remaining black knights position themselves to avoid future cannoning. wraiths (thank you, ethereal M6) run forward onto the second objective (light cover), directly across from his Stank and knights. Magic phase goes well, black knights are raised to 4, skeletons get some reinforcements, as do zombies. a well-time danse send the skellies toward the general's unit. The abyssal terrors skulk out of sight of cannons. in the shooting phase, the banshee shriek takes a wound off the Stank
Turn 2: Empire:
The steam tank attempts to combo-chrage the wraith with the knights, but fails, because Stanks cannot enter difficult terrain, and ends up jammed against it. the knights fail terror and flee off the board. the flagellants charge the dire wolves, and the pistoliers (unecessarily) charge the flank. dead doggies. general unit sits where it is. magic phase is similarly uneventful, as the arch-lector maintains unbreakablenss. the great cannon kills a zombie (all-time low) and the helblaster kills eight skeletons. in combat, the flagellants demolish the wolves, and are left facing away from the building.
VC Turn 2:
skeletons charge the swordsmen, and are countercharged by detachment, which passes it's fear test. Abyysal terror also charges. the dire wolves, over on the farther flank, move up to blockade the steam tank from turning towards the battle. the wraiths continue towards the main battle line, while the blakc knights and zombies attept to set up a flank charge on the BSB unit, (by now also containing a wizard.) magic phase is mostly focussed on neheking zombies and skellies, everything else is dispelled. Combat is dissapointing. the skeletons fail to kill much of anything (which, understandably, is their job) and the abyssal terror manages only a dissapointing 2 impact hits. the wight king manages a KB on the general, but he saves it, and wound the WK in return. combat is lost by one, only the BSB and war banner keep the terror from evaporating.
Empire Turn 3:
The BSB unit charges the zombies, hoping to break through them in one round. the flagellants turn around. the steam tank is blocked from joining thr battle. the magic phase concludes with only hammer of sigmar being cast on the arch lector. shootig blows, as both the cannon and helblaster misfire, shutting down for two turns. crossbowmen have no targets. combat, once again, dissapoints, as my wight king KB's again, but is stoppedby ward save. this time, though, the WK is not wounded. swordsmen perform exceedingly well, and the terror evaporates and several skeletons crumble. the BSB unit manages to kill almost enough zombies to destroy the unit (one left standing, I'll never fail to take that banner, ever!) but still fails, reforming to face the black knights.
VC turn three: the black knight charge in, joined by the wraiths. no other movement occurs. magic phase is phenomenal, dansing the skellies, and raising zombies back up to 20. second abyssal terror charges swordsmen. combat ends with BSB unit fleeing and being caught, but the AL unit still refusing to flee, despite a phenomenal performance by both the WK and the terror (and yes, he made hs ward save.) however, this time, the halberdiers do not hold and run away.
Empire turn 4
The flagellents finally charge the building. the magic phase is nil, as he only has 1 AL left. shooting is also next to nil, though his handgunners and xbows do manage to take dwn a black knight and several zombies. the steam tank steam guns and pistols the wolves, killing all of them. in combat, the AL finally fails his ward save and without the Icon of magnus, the swordsmen flee and are run down. the flagellents are cut down without too much trouble, though an interesting chain reaction happens with th experiments. he concedes.
his thoughts: good list, seems solid, his main problem was that he took defensive magic and had virtually no way to deal with wraiths. he thought that wraiths as special was a little OP, but as I didn't abuse it, was OK with it. thought the upgrades on AT were a bit much.
My thoughts: +3 casting is really nasty. but in line with fluff. 6-9 on 1 dice burns through DD really quickly. overall, a fun game, IMO.