Starting Malignants ADVICE

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!

Lordmariskal

Zombie
Mar 2, 2016
6
Barcelona
Zombies
8
Dear Friends,

I would like to start an AoS death army based on malignants with a back up of skeletons and a Mortarch Leader.

My idea is to get the malignant starter box and the new mortarch starter box.

The base army I am figuring is (I play azyr comp):

a) 1 Mortarch
b) 1 Mortis Engine
c) 6 spirits hosts
d) 10 hexwraith cavalry
e) 40 skeletons
f) 10 grave guard
g) 5 black knghits
h) 1 Wight king
i) 1 Tomb banshee

I would appreciate your advice as I am completly NEW to death faction:

1) Which is the most suitable mortarch for this type of army?
2) The army is missing some punch? With which units can I complement the army to improve its punch and tactical viability?
3) Do it requieres more wizards?
4) Any other advice?

If this is not the right forum let me know it.

Thanks a lot in advance!

Lordmariskal
 
Last edited:
The black coach and cairn wraiths are also malignant units. The black coach is a neat looking unit but is unfortunately nerfed pretty bad in AoS.
Black knights are terrible now. Unless you're using a death rattle formation I wouldn't take them. Blood knights are a good unit but are expensive in the Comp and to buy unless you use proxy.
Since the mortis engine buffs casting I would add a vampire on horseback.
 
  • Like
Reactions: Lordmariskal
Thanks a lot for your replay!

I take note that black nights are not too effective. Anyhow I do not know if it is advisable to divide my 40 skeleton unit in 3 units (10 + 10 + 20) in order to have deathrattle formation.

Maybe to include a unit of Blood Knights as you say is a good idea if I donot take deathrattle route.

What do you think about the coven throne? Does it fits de list?

What about mortarch? Which one is advisable? I like neferata and Manfred and I do not know which one to choose.

Thanks a lot!

Lordmariskal
 
The Black Coach is still actually a very good unit as are the black knights when used correctly. To answer your questions though

Malignant units are in nearly every case ethereal and provide significant amounts of durability against regular attacks so Neferata's spell would be much less useful in this type of army as the only things with decent saves are things that ignore rend anyway so she would be a somewhat wasted choice. This leaves Arkhan or Mannfred as main options, Mannfred is more dangerous and with his Vigour of Undeath aura he can make things like hexwraiths and black knights very dangerous, with black knights I'd probably recommend a unit of 10 instead of 5, if you had a necromancer in your list then setting up a powerful attack would be fairly easy, with 12" move and a musician they can reliably charge an opponent 18" away, they are best for clearing out hordes with poor saves and are excellent in combination with ethereal units since they are polar opposites. So to set up my explanation, the necromancer can cast vanhels dance macabre on the knights, with mannfred nearby this means that between the 10 knights over both of their pile in attacks can deal 20 4+ to hit 3+ to wound 2 damage attacks in one turn with 40 4+ to hit, 5+ to wound 1 damage attacks from their steeds all re-rolling 1s to hit and to wound which in Azyr comp is only 9 points (assuming you take a banner to resurrect D3 models a turn) this requires very little commitment since mannfred's ability is a bubble effect and the only other addition is a necromancer. As a wizard mannfred can also use mystic shield to boost the defence of your ethereal units which a 3+ save with no modifiers allowed are hard to shift, especially when you take into account that malignant units tend to have a rend value or the ability to cause mortal wounds which makes them better at dealing with armoured units or units with a decent save, making your deathrattle units best for clearing out numbers or receiving mortal wounds and your ethereal units excellent for dealing with high rend/high armour enemies.

The Black Coach was mentioned and it is very powerful in a list with many wizards and as a support unit, it is much less durable than before but it is useful if another unit is taking the hits, especially after it gets a few of its bonuses, with D3 mortal wounds on the charge and +1 to hit on all of its attacks it can put out considerable damage, once again even more so if caught in Mannfred's magic bubble.

As you've probably guessed by now your army does have plenty of punch if you synergise correctly and I do sincerely suggest a necromancer to help out with damage output on the skeletons or black knights. It may be worth adding in a cairn wraith or banshee for support damage since a cairn wraith has 2" range it can strike from behind other units for reliable damage and the banshee is very situational but with average bravery being around 6 or so it can usually do some damage. For your Wight King you can either go for sheer damage output with the black axe which is quite a powerful damage dealer and not toooo easy to kill, on the other hand a banner bearer can be useful since its always useful to have a 6++ on top of your normal save. So its your preference there. Hope this helps!
 
  • Like
Reactions: Lordmariskal
Even with three or four wizards each turn it's still only likely to roll a 6 2 or 3 times in the course of the game. Considering that the black coach is never ethereal even when fully powered up and has a larger base than the coven throne or mortis engine (since it has a chariot base plus a cavalry base on the front of it) with half the number of wounds, I would take a coven throne over a black coach any day. Coven throne is also nice as it is a wizard.

I'll give black knights one thing. They have good saves if the enemy has no rend and respawn with their banner. But with 4 to hit and wound, one attack on the rider and no rend they will do nothing but slow down an enemy rather than defeat them. If you must take them take 10 so that you get more out of the respawn. Blood knights are better in every way and still have some respawn.

I would keep my Skeletons in one big unit and forgo the battalion, that bonus to attack is just too good to risk losing early.
 
  • Like
Reactions: Lordmariskal
Very well put @Crystal it's also worth noting that the malignants box comes with a formation for hexwraiths, spirits and mortis engine, which lets you teleport either the spirits or the hexwraiths to the engine's position each of you hero phase. This is really effective by teleporting the hexwraiths then in the following movement move through units and charge them afterwards. a unit of 10 will grant you 10 possible 6+ mortal wounds and the combat, and if all else fails you can retreat next turn while still moving through them. the skeleton horde will also include a formation for Arkhan skeletons and black knights but i don't know if it's worth building arkhan just for the formation. Another thing to consider is a Skull catapult. Since it gives -2 bravery to the unit it attacks, regardless if it hits or not, it stacks nicely with the mortis engine and banshee's screams. with -2 bravery and 4 dmg if it hits + banshee scream you can easily take out a cavalry unit in 1 turn with the battleshock.
 
  • Like
Reactions: Lordmariskal
Dear Friends,

I would like to start an AoS death army based on malignants with a back up of skeletons and a Mortarch Leader.
This is sensible, sure. It's similar to what I do, although I reserve skeletons for larger games, as they kind of need big units to function well, so I gravitate towards grave guard in smaller games.

The base army I am figuring is (I play azyr comp):

a) 1 Mortarch
b) 1 Mortis Engine
c) 6 spirits hosts
d) 10 hexwraith cavalry
e) 40 skeletons
f) 10 grave guard
g) 5 black knghits
h) 1 Wight king
i) 1 Tomb banshee

Looks alright. If you're going to field black knights at all, I'd make them a unit of 10 and stick to 5 hexwraiths. Hard to say for sure though, as it's dependent on formation bonuses. The malignant box formation is actually very good, while the deathrattle horde and army of the dead formations do very little for black knights. But black knights are going to be part of the new arkhan starter formation, so that might tip the decision.

Right now, the biggest hitters you've got going are the spirit hosts and the skeletons. Don't discount either! Both have just a ton of attacks, and while the skeletons are fragile, the spirit hosts will wall like nobody's business. Offensively, they both bank on rolling a ton of dice and hoping for high numbers, so they are capable of wild swings in offensive output, but on average will put the hurt on stuff. The spirit hosts are particularly versatile with the starter formation. It lets you bluff deployment (stick the hosts in one location, wait for the opponent to deploy their best counter, deploy the mortis engine far from it and recall the ghosts first turn), or become a melting wall (shielded hosts advance out front, blocking charge routes to your fragile skellies, then melt away just as its time for the skeletons to charge, appearing off on a flank to charge in as well), etc.

You are right that, depending on your mortarch, you may also want another heavy hitter - perhaps an unridden zombie dragon or another box of grave guard, or (if you can find one) a necrosphinx.

I would appreciate your advice as I am completly NEW to death faction:

1) Which is the most suitable mortarch for this type of army?
Mannfred or Neferata will give you that extra heavy hitter you're looking for. Neferata in particular will work well if you add another box of grave guard, fleshing that unit out so it can really take advantage of her spell (spirit hosts are already ethereal, and skeletons don't have the armor save to really make much use of it).

Mannfred is happy with the stuff you already have. He's a bit tougher and killier than neferata, but his spell isn't as useful, so you'll mostly be casting arcane shield and bolt with him.

Arkhan... arkhan can work really well with this sort of list, but you'd have to make a few additions or changes. First, Arkhan's command ability isn't great, so he should always be leaving the mundanities of field command to a subordinate. Since you have some deathrattle stuff, the ideal man for this job is Krell (or, failing that, his lesser 'wight king with black axe' cousin). A regular wight king has the same useful command ability, but lacks the durability that a field commander in larger games really needs to function.

Next, Arkhan also needs an apprentice. See, Arkhan's signature spell is pretty bad, but he has the enviable ability to cast the spells of any nearby death wizards, which means he can trade up to the astounding Vanhel's Danse Macabre. Adding a necromancer to your list thus gets you two casts of this amazing spell (granted it doesn't work on your ghosts, but they're more than happy to get an arcane shield). Alternatively, you could take a lich priest, with a slightly less powerful skeleton buff, but nets you that 1/game auto dispel scroll... but while that's a pretty neutral trade as far as it goes, the 4++ look out sir save of the necromancer really puts them over the top.

But while Arkhan is happy to add his steed's weight to melee once the enemy's biggest threats are tied down, he isn't nearly the physical powerhouse that his vampyric peers are, so you'll need some extra muscle even more than you already do. Ideally, both an extra box of those grave guard (quite brutal when buffed with vanhel's and the wight king's command ability) AND another big thing like a zombie dragon, terrorgheist, or necrosphinx.


Honestly, of the three, Arkhan is my favorite, but he would require the most additional or altered purchases to make work for you, so that's something you'll have to consider.

2) The army is missing some punch? With which units can I complement the army to improve its punch and tactical viability?

Yes you are missing punch. Depending on your choice of mortarch, I'd add 1 or more of the following:
- Terrorgheist: a nightmare for low bravery opponents, but high bravery opponents will tend to shrug it off, so very situational

- Zombie Dragon: a relatively potent monster (not going to solo most other monsters, especially ones ridden by combat heroes, so don't overextend with it), not as frightening as the terrorgheist against low bravery opponents, but has better melee attacks with which to threaten steelier opponents.

- Necrosphinx: Just an absolute monstrosity. Comparable offensive power to the zombie dragon, but much, much more durable, and has a spike damage potential against other monsters that will have the enemy thinking twice about sending their own big stuff after your backline casters. Wound halving and a healing spell on a monster this big is insane. Arkhan's best friend, just be careful - it can run and charge, and must declare a charge if it can, so it can wind up out of position pretty easily. I cannot recommend this thing enough... unless you like having friends.

- Another box of grave guard: Grave guard hit hard - obviously a bit harder with great weapons, but even hand weapon grave guard can put out an impressive amount of wounds, especially when buffed by a wight kings command ability or necromancer's vanhels, and the shields, while situational, can be a life saver against enemies who rely on quantity rather than quality of attacks.

- Morghasts: even if you aren't using summoning (something that can really mess up games if abused or really used at all apart from just as an alternate deployment method), these minions of Nagash are still something to fear. Harbingers blend speed and a flurry of hard hitting attacks, making them a perfect complement to Mannfred or Neferata (although neferata may prefer archai for reasons I'll get into later). Archai have better armor, a 5++ against mortals, and while they have fewer attacks, those attacks hit much harder, and with reach, allowing them to swing over the heads of even large units like spirit hosts. A line of spirit hosts with a couple archai behind it is a fearsome defensive challenge indeed. They're also great and highly thematic bodyguards for mortarchs (particularly arkhan, who could use the backup).

On top of all that, morghasts are just an ideal fit for your army both thematically (since your force is going to be let by one of the mortarchs) and aesthetically (you're running a mix of ghosts and skeletons, and morghasts are giant skeletons with ghosts trapped in their rib cages and trailing from their wings).

3) Do it requieres more wizards?

You don't NEED more wizards, but you should strongly consider it, considering you're already getting that casting bonus from the mortis engine, and as an undead player you have access to some of the very best generic wizards in the game, particularly the necromancer. if you field arkhan, then I'd say you absolutely need another wizard to give arkhan a better spell option.

4) Any other advice?

- If you end up going with Neferata, she has a pretty strong formation (which can be found in the Balance of Power campaign book, or purchased from the official Age of Sigmar app) that includes her, two units of morghast archai (they're min unit size 1, so a single box gets the minimum requirement), a coven throne, and a vampire lord riding a zombie dragon. It may be straying a bit far from your intended army theme and aesthetics.

- Arkhan is getting his own formation in the new starter box, but nobody knows what it does yet. It includes himself, a unit of skeletons, and a unit of black knights.

- The army of the dead or deathrattle horde formations are not ideal for you. Those formations are very large, requiring three skeleton units, and I wouldn't even think of fielding them with less than 50 skeletons (one unit of 30, two of 10). Their benefits aren't terrible, but I think you're doing too much else to reasonably run them. Their benefits certainly aren't worth the attacks you'll lose by cutting your skeletons to a smaller unit size. If you really want a formation benefit for your skeletons and black knights, maybe wait and see what the arkhan formation does.

- If you don't end up picking arkhan, maybe consider skipping the black knights altogether. They're not that great a unit, especially when fielding only five. The main thing they've got is mobile walling, between their 2 wounds, decent saves, and banner, and that really needs a larger unit to work. If you field them at all, I'd field them in units of 10, even if it means only building 5 as hexwraiths. hexwraiths work just fine in smaller units.

- The malignant box formation is great. I already said this, but it really is. Not a major power boost, but the tactical utility is great, and it's just a lot of fun.

- Your big spirit host unit is also great. Another thing I already said, but definitely stick to one big unit rather than two little ones, at least if you use the formation. In fact, if you really want to push the Nighthaunt theme, you might want to consider picking up two more boxes (maybe instead of the wraith, banshee, or black coach), in order to have some extra spirits to summon mid game. Again, unrestricted summoning can ruin games, but if you count them towards your total army size and treat summoning as an alternate deployment option, then you get the fluff and an interesting tactical option without unbalancing things.
 
  • Like
Reactions: Lordmariskal
THANK YOU very much to ALL for your great advice.

Taking into account the minis I own, by the moment I will go the Manfred route. Acording to AZYR system at maximum scale battle (apocalypse) my proposed list is:

a) Mortarch Manfred
b) Necromancer
c) Wigth King (with standard)
d) Mortis Engine
e) Spirits hosts x 6
f) Hexwraith cavalry x 5
g) Skeleton Warriors x 30
h) Grave guard x 10
i) Black knight x 8

(I've had to slightly adjust units sizes to fit maximum points allowed according to azyr)

I would like to continue having your valuable advice:

1) According to Azyr Manfred can have at any moment a maximum of 5 units summoned. Which units are advisable to summon at the beginnig of the game, for example in turn 1 and 2?

2) I love the 3 mortarchs. So I am open to continue reading mortarch advices and tactics and army compositions.

THANKS AGAIN!

Lordmariskal
 
1) According to Azyr Manfred can have at any moment a maximum of 5 units summoned. Which units are advisable to summon at the beginnig of the game, for example in turn 1 and 2?

If you're planning to use summoning i say you must grab a box or Morghasts. Archai or Harbringers whatever suits you best but it's a must to summon them on turn 1 as they pack a punch and buff summoning casts. Other than that it depends on the battle you're playing and against who. but 2 Morghasts at least are a must in my opinion. I never lost a game with azyr comp where vlad summoned my morghasts. I must mention that this way i placed 2nd in a local tournament using azyr comp.
 
Great advice. THANK YOU

A part from my first list with Manfred (that is the one that I am commited with by the moment) what do you think of the same list but wih Arkhan as Mortarch?

In this case:
- Arkhan would stay in the rear with the Necromancer summoning and buffing the skeletons.

- The summoned unit of two morghast in turn 1 would be my monster / hero hunter.

- The Wight king would be the General of the army to use its command hability to buff skeleton in substitution of Arkhan command hability.

What do you think? Is Manfred still more viable taking into account the troops and list I am using?
Arkhan would require to tweak the list even more?

Find bellow the list:

a) Mortarch Manfred or Mortarch Arkhan
b) Necromancer
c) Wigth King with standard (or with Great Axe if using Arkhan due to its lower cost in Azyr)
d) Mortis Engine
e) Spirits hosts x 6
f) Hexwraith cavalry x 5
g) Skeleton Warriors x 30
h) Grave guard x 10
i) Black knight x 8 (or x 10 if using Arkhan due to its lower cost in Azyr)

THANKS A LOT
 
Last edited:
  • Like
Reactions: Eyeless
I kind of feel that our undying lady deserves some more love.
(by no means do I say that the other mortarchs aren't great choices either. They're all build for different reasons)

Her spell is meant for her own sake more often than not. 3+ unmodified save is great. (with shield). Apart from that, she can be quite brutal aswell. She lacks the multitude of attacks though that mannfred has

I was underwhelmed with the black knights. They really lack hitting power, even when boosted.

GG are great. I was impressed what these guys could pull off. Not to be underestimated ;) Not sure how well they'll do in lower numbers.
 
  • Like
Reactions: Lordmariskal
THANK YOU very much to ALL for your great advice.

Taking into account the minis I own, by the moment I will go the Manfred route. Acording to AZYR system at maximum scale battle (apocalypse) my proposed list is:

a) Mortarch Manfred
b) Necromancer
c) Wigth King (with standard)
d) Mortis Engine
e) Spirits hosts x 6
f) Hexwraith cavalry x 5
g) Skeleton Warriors x 30
h) Grave guard x 10
i) Black knight x 8

(I've had to slightly adjust units sizes to fit maximum points allowed according to azyr)

First of all, is Azyr really a requirement in your area? That systems been fluctuating a lot recently, especially regarding the undead rules, and it might be worth letting it calm down a bit before coming back to it. Also, that system charges us separately for our banners, in a way that isn't really clear (+1 point per entire unit, or plus one point per selection?). Either way it's kind of awkward, and some of the unit prices get a little ridiculous if it's per selection (6 points per 5 black knights, for instance).

Anyway, if you are playing azyr, remember that that system charges for formations. It doesn't currently list prices for the starter box formations, but to be fair you should probably charge it as per the deathrattle or army of the dead formation, ie 1 or 2 points extra.


Also, Azyr allows 'bonus' summoning - ie, summoning extra stuff for a total army larger than you could have fielded at the start of the game, and I'm going to warn you right now, that ruins games. The guy who made Azyr comp has essentially been bullied into this position by undead and daemon players who falsely maintain that their armies are intentionally weaker than others to balance summoning (they aren't, not that it would even matter if they were since a point system is being applied to balance around that, but THEY AREN'T), and who basically like running roughshod over their opposition.

Yes Azyr limits the number of extra units summoned (remember, under the current Azyr rules, you're not only limited in the amount of summoned units a single caster can control, but also restricted to no more than d6 total successful summoning spells cast or effects used per game), but even a few can really unbalance a games. I cannot emphasize this enough. If you're playing against summon spamming undead, chaos, and lizard players, then you'll have to abuse the mechanic to keep up, but your local scene will suffer as non-summoning armies are discouraged and their players drop away from the game altogether.

But whatever, if you're a new player you may not have the clout to change things, so if that's your environment, I'll give advice based on that, but seriously. It's going to be a poblem in the long run.

............

Anyway, moving on to the list itself, grave guard is a bit small at that point. Honestly, you might want to switch to summoning them, and put something else in that place, perhaps a single morghast archai to help defend manfred and buff summoning rolls.

I would like to continue having your valuable advice:

1) According to Azyr, Manfred can have at any moment a maximum of 5 units summoned. Which units are advisable to summon at the beginnig of the game, for example in turn 1 and 2?

You know my opinions on summoning. That it's fun and fluffy (if of niche utility) as an alternate deployment method, but if allowed to summon stuff you couldn't have just deployed it breaks this game. Also, don't forget that while Mannfred can control up to 5 summoned units, you can only actually summon d6 in a single game, rolled at the start of the game, so 2/3 of the time he won't be able to summon that much, anyway. That said...

Mannfred likes to summon, because his signature spell isn't great, and he can only try to cast arcane shield once per hero phase, anyway. In the first turn (and possibly the second, if armies are closing slowly), he'd even like to burn two casts on summoning. However, he's a much, MUCH weaker summoner than arkhan, who, while uninjured, has +3 to the casting rolls for summoning spells over mannfred. As such, Mannfred needs other sources of casting buffs much more - you'll want both the mortis engine and an archai. And though you probably don't need the third buff, you might want to consider trading your big unit of skeletons for a big unit of zombies plus a lodestone corpse cart for yet a third boost.

With that +2 to +3, Mannfred reliably hits summoning totals for small to medium units, and potentialy their doubling totals if they have one, but still probably doesn't want to risk summoning attempts on really big stuff like terrorgheists, as opposed to Arkhan who, with +2 or +3 extra casting bonus on top of his +3 to summoning to start, happily puts out two huge monsters a turn.


In terms of ideal summon targets, you're lucky here, as the best options for Mannfred fit your preferred theme and aesthetic:

Defensively the go to spell is spirit hosts. You may want to pick up as many as four extra boxes of them exclusively for summoning, in case Manny gets lucky on hitting the doubling total on two separate casts. Even one lucky drop of six hosts on the first turn of the game can dramatically change how that game progresses, blocking off entire flanks with a huge unit that can soak increadible amounts of damage while being a legitimate threat to anything that might try to break through it, especially when Mannfred has a second cast to buff them with arcane shield and a command ability that lets them re-roll 1's to hit for a second chance at those mortal 6's.

Offensively, it's Morghast Harbingers, with their 3d6 charge range that gives them even odds of charging into melee the same turn you summon them, before the opponent has any opportunity to react. Few enemy formations can deal with a surprise harbinger charge from any angle. You may want to pick up two boxes of these brutes, in addition to a third box to get you a pair of archai bodyguards.

Other useful summons for Mannfred include banshees if playing against especially low bravery opponents, bat swarms if playing against opponents with lots of ranged attacks, and zombies if you swap your big unit of skellies for a big unit of zombies plus corpse cart, to keep that big unit above 30.

Mannfred used to like to summon vargheists as well, but they can't be summoned anymore. Oh, well!


2) I love the 3 mortarchs. So I am open to continue reading mortarch advices and tactics and army compositions.

Summoning advice for Neferata is the same as for Mannfred, although her dark mist spell is better than his wind of death, so you might stop summoning altogether after the first turn, and stick to arcane shield and dark mist, provided there are good targets for them.

For arkhan, the same units mentioned above are still solid, but his extra bonuses to casting (+1 to summon spells as the 'mortarch of sacrament', +2 while uninjured from his staff) makes the following possible:

First turn: summon 2 zombie dragons (or one dragon plus a spirit host unit if you need to wall a flank)
Second turn: summon 2 terrorgheists into scream range

from the third turn on, you're stuck in, so you're likely better off casting vanhels (since he can) and arcane shield anyway, but if you rolled high enough on your total number of summoned units, getting that 5th big monster (or spirit wall) in there will really highlight just how broken extra summons really are.

Of course, because extra summons are so broken, it won't take many games of you summoning d6 (max 5) extra zombie dragons or terrorgheists to convince your opponents to adopt a saner system, so actually buying two zombie dragons and three terrorgheists is probably a bad idea....

One of each could prove useful in various long term lists regardless, though.


A part from my first list with Manfred (that is the one that I am commited with by the moment) what do you think of the same list but wih Arkhan as Mortarch?

Even more so than with Mannfred, I'd recommend either finding the points to up the grave guard to 15 or, preferably, 20 models, or drop them completely in favor of starting with a morghast on the table.

Otherwise, yeah, it looks like it would work fine, but you could use an extra heavy hitter, heavier perhaps even than more morghasts. Perhaps a single zombie dragon or terrorgheist to summon in.

The list is a slightly better fit for mannfred or neferata, but wouldn't require much tweaking to go well with Arkhan. It's not far removed from the arkhan lists I currently run. Granted, that's in a format that doesn't allow extra summoning (if you want to summon anything, you have to field that much less to start), but even in that sort of format Arkhan still rocks arcane shield and a borrowed vanhels (and my necrosphynx's healing spell), and his ability to shut down enemy casters with his bonus to dispel also can't be disregarded.
 
  • Like
Reactions: Lordmariskal
THANKS FOR THE GREAT ADVICE!

I take note of all your points:

- I will review the list to adjust Grave Guard unit size and/or substitute it by a Morgahst.

- Your comments about summoning are very important.
I play in a very friendly enviorement and apart from soft limitations to summoning by Azyr system, we always do our best to be reasonable and be very balanced regarding the use of summoning. In our enviorement we try to follow the principle that summoning is a complement not a central part of undead armies.

- Regarding which Mortarch to use I still remain undecided.
a) I love the Fluff and aesthetical concepts of Arkhan and its focus towards magic.
b) And I love Neferata and Mannfred too because I feel that aesthetically they fit better with my list due to their higher TRANSILVANIA focus than EGIPCIAN focus, a part that TACTICALLY they compliment well my army.

Thanks again for your time and advice and I am still open to continue listening your advice, opinions and experiences!

Lordmariskal
 
I used to play Azyr comp aswell and wasn't happy about how they give penalties to the undead. They even make you pay alot for a banner that should be included nonetheless or pay too much for it. Random D6 is only situational.
 
You may want to consider coming back to Azyr. The undead rules in particualr have been in heavy fluctuation as late, and I've been engaged in an ongoing conversation with the author over on the dakka forums.

The current format still charges extra for our banners, but only one point per unit, so it's not prohibitive (even if it isn't ideal), and he's backed off the weird and confusing gimmick of charging per lot of skeletons based on the total size of the unit, instead going for a more reasonable middle ground cost of 3/10 plus banner, which isn't that far off other systems. They also have a working builder up on par with scrollbuilders for ease of use.

I wouldn't call it better than other systems, but it's no longer significantly worse, though I still disagree with how they handle summoning, and would encourage you to instead simply deploy X points less at the start of the game if you want to summon up to X points during.
 
  • Like
Reactions: Lordmariskal

About us

  • Our community has been around for many years and pride ourselves on offering unbiased, critical discussion among people of all different backgrounds. We are working every day to make sure our community is one of the best.

Quick Navigation

User Menu