@ Yuckfoo: Here is a repost of the current list I'm running. This is a league list which means that I've tried to balance it against all armies.
Post: #242RE: Sunny's challenge
Hey Stuck! Thanks for the challenge, it gives me the chance to showcase the new list I'm using for the league my gaming group is starting in a week. Here goes:
Sunny's League List
LORDS:
Vampire Lord: Level 1 LoV, Heavy Armor, Shield, RF, Ogre Blade, Seed of Rebirth, Dragonhelm
Master Necromancer: Level 4 Death, Earthing Rod
HERO:
Necromancer: Level 1 LoV, DS
CORE:
20 Zombies: Banner
20 Zombies: Banner
20 Zombies: Banner
20 Zombies: Banner
36 Ghouls: Ghast
SPECIAL:
6 Vargheists
10 Crypt Horrors
1 Spirit Host
1 Spirit Host
RARE:
Mortis Engine
Mortis Engine
Total drops: 12
Total fortitude points: 6
Total points: 2500
The idea behind this army: I'm a control freak. I hate when things go bad because of a stupid dice roll. I've therefore tried to make a list that is as solid and all around as possible(after getting Count Mannfred sucked into the void first turn of my last tournament I'll never again leave home without Earthing Rod). We play all six scenarios in the BRB which means that I'll have to play Blood and Glory a couple of times, and that is why I have 4 units of Banner toting Zeds. This way, if the general dies I can march on and still not lose Blood and Glory. I've playtested alot of lists with double Terrorgheist for this league but I fail miserably at using them or my meta is just too artillery oriented for them to survive so I've dropped that idea and gone back to my Alma Mater: Dual Engines. The great thing about having double Engiens is that they always(in my experience) net you some positive effect. Even if they die and blow up they put more hurt on your enemy than on your own troops(two games in a row I blew up a Keeper of Secrets in turn 1 and 2... single models hate ME explosions). Also the obvious effect of having two engines is the 5+ Regen for the whole army. This added durability of my units is just what I need for my control freakish playstyle. Put 5+ regen against ASF Daemonette
horde? No problem, the ghouls will rip those many-boobed-freaks apart.
Okay, so the main idea about this army is staying power, how then to kill stuff? Well against two nasty armies like Lizardmen and Ogres Purple Sun from the Lore of Death really comes in handy. Against most armies the death snipes are effective as well(many 8th edition armies rely on buffs from characters). But Lore of Death is not the only offensive capability in this army... 6 Vargheists in a flank is bad news for most units and with their fly and Vampiric special rules they'll get there in no time(the key word is patience... don't charge unless it's a fight you'll win). Oh yeah, and the VL melts face of course.
Formations:
Crypt Horrors: 5 Wide
Ghouls: 10 Wide
Zombies: 5 Wide
Vargheists: Variable (normally I would deploy them 3 wide because of easier movement)
Note: It's very important to be able to be flexible with your formations, most of the time you'll keep the formations like they were when you put them on the board, but don't get stuck with this or that idea. Be flexible. For instance if the Ghouls cannot avoid facing a very hardhitting enemy that is better than them - reform them 5 wide to prevent casualties and stick around untill your can get reinforcements. A rule of thumb is: Is the enemy unit better at fighting than you? Then go 5 wide. Is the enemy unit weaker at fighting than you? Then go wider than him(
horde if your have the numbers for it).
Tips for the movement phase:
1. Use your SH as redirectors - you want them to hold up stuff like monsters and MC - if you do, it's your lucky day
2. Keep your fighting units within range of your ME's so you'll have the 5+ regen at all times.
3. Try to close in on your enemy as fast as possible so that when he shoots your ME's down he'll get the explosions in his face as well.
4. Use the Zombies as bunkers, I usually run mine behind the line, but a couple on the flanks is fine as well.
5. Try to figure out when to move the unit containing your VL. Units within 12" of him can still march so sometimes you want him to stay put in the beginning of your phase so the units farthest behind can march, then move the VL and the units at the front can also march... if you get my meaning?
6. Be patient with your Vargheists. The reason I have 6 in a single unit is so that they can take a beating from shooting and magic and still be around. This gives them the time they need to set up a juicy charge. Hint: Get the enemy in his flanks. It is almost always a bad idea to charge a unit of Vargs into the front of something UNLESS you are suiciding them into his Wizard bunker and killing his general.
Deployment:
SH ZZZZZ GGGGGGGGGG CHCHCHCHCH ZZZZZ SH
ZZZZZ ME ME ZZZZZ VVV
This is something close to what I usually do if you get a standard scenario. If you have some sort of random deployment scenario like Meeting Engagement or Dawn Attack, try to get as many units as possible within your VL's marching bubble and keep the ME's with the main force. This army is very weak if it gets seperated. Strength in numbers (and regen ). Actually more often than not I have the ME's on the front line as well in the middle.