Size / number of Skeleton units

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Jan 23, 2012
146
Zombies
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After browsing this forum a fair bit, and still anticipating gradually amassing an undead force, I have a question about skeletons. I'll have a unit of zombies, for 1st turn raising and the like, but they're literally the pits and so will serve only as a tar-pit. Ghouls are good and all, but I don't really want to use them due to the models and army aesthetics (I'll get some crypt horrors to fill their role). So that leaves me with skeletons to make up the bulk of the core. Forunately they'd be my first choice anyway, as I happen to think they're pretty much the coolest core models in any army.
What troubles me now is the distribution of the skeletons into units. If I have two units of, say, 25-30 each at 1500 points, I can raise back twice as many models with IoN. But only one Necromancer will actually be able to increase the size of the units anyway, and there are just so many enemies even at that points level which I can envision completely wiping out a unit that size in one round of combat due to crumbling.
Would you recommend combining them into one larger unit, say of 50 to 60? That would also allow me to go horde with spears, potentially, making them into a viable threat. Or are smaller units the way to go?
 
I am also browsing for input for my first game with the neew book this weekend. I think i will try to go with a 40 strong unit of skellies with FC and screaming banner, 20 zombies and 5 Dire wolves. All casters can raise the zombies and one can raise more skeletons as well. I hope that the zombie unit wil grow quickly and the skellies wil grow steadily. I doubt this is the most viable choise, but I picked this set-up because it fits my playstyle. When the action begins I will then have an all out tarpit unit (hopefully the zombies will have grown quite a bit when close combat occurs. if they have been shot down, even better because my other units have been spared) A sub par anvil of skeletons, and a cheap drop unit of light cav that can control some of the opposing players early movement.
 
I'm in the same boat, and I'm not a fan of ghouls either, however I've found that it's pretty hard to make up the core using only skeletons and zombies, so i'm taking about 20 ghouls only maybe 25-30 depends how many points the game is. but yeah most of my force is skeletons and i plan to just keep the zombies for raising mostly. maybe 1 bunker unit of them or something. but yeah i know what u mean abt the ghouls.
 
I find splitting them into two or three units and have them close to my MotB ION-master necro usually gets them big enough to hold down units long enough for my vargheists or black knights to flank them. We have so many AoE spells now that it's enourmously satisfying to get them off at 3-4 units at once and watch your opponents face when your skellies manage to hold their own for a turn or two :P
If you play against death-stars you should have a couple of bats/wolfes to keep them away while you engage the rest of his army or raise enough skellies to keep him occupied. Oh and a corpse cart nearby helps alot too if you depend on raising.
 
I find that running skeleton hordes is not really effective. The max attacks you can get from the horde is 41, assuming you get charged. if you are charged by something which is not in horde itself you will more likely get about 30 something attacks. At ws2 s3 i2 there is not much to write home about. Plus, you create a huge target that can easily get multi charged. I usually run 2 skeleton units. One starts of 30 strong with hand weapon and shiled and the other is 35 strong with spears 7 wide. Sometimes I just mix it up and take 3 units of skeletons.
 
Two 50skelet:n sized units. That's my core
..then 40 grave guard. Necromancers and white kings everywhere. Just my way :)
 
I have been running a unit of 50 skeletons (Full Command) with spears in horde formation. They have been holding their own against pretty much all comers, including Ogres. By the time turn two comes around the unit is pushing 70 models. Even if they get thrashed in combat, they will still be delivering their full attacks back. Coupled with the Corpse Cart, VDM and Hellish Vigor they can really shine in combat.

For added punch, I have also put a pair of banshees in the front rank, plus a vamp with the Aura (-1LD). (Side note: Don't put the Banshees next to the vamp in case a miscast detonation.) Also, depending on the opponent, a Flaming banner or Screaming Banner. The banshees terror will cause fear against fear causing opponents. A pair of lv.2 necros in a zombie bunker (also apart from one another) spamming IoN every round and the Mortis Engine next to the bunker (giving regen, banshee screams and the roundly aoe effect) will ensure the skeletons a victory against most opponents.
 
I'm thinking of running two units of 40 Skellies with HW+Shield fielded 5-wide, plus a 15-man bunker I use to house my Necromancers. I find that I need those huge amounts of bodies in order for them to take the beating they'll get while Vargheists go around the flank and turn the fight around.
 
Hoard formation all the way with undead...My reason. hell were unbreakable we don't need ranks :) just my opinion. But sure we may lose our combat res from lack of ranks and the enemy may become stead fast but I believe skeeltons with IoN can grind down about anything. Add mortis engine to it too and damn we have staying power. and lots and lots of dice :) lol
 
There is another good reason to horde units, that´s deployment. In 2400pts we get lots of units that are pretty big. To get everything into IoN range you really need to deploy in horde and units in two files. They can reform later if you need to break steadfast, but the units tend to get so big so fast that you do that anyway. No need for 10+ ranks.
 

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