Two Thousand Points

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Anerion

Zombie
Jul 21, 2008
14
Zombies
11
Vampire Lord @ 405
Red Fury, Infinite Hatred, Dread Knight
Extra Magic Level
Walach's Bloody Haurberk
Biting Blade

Necromancer w/ Invocation of Nehek @ 115
Vanhel's Danse Macabre
2x Power Stone
Nightmare

above characters in this unit...
5 Black Knights w/ Full Command @ 195 (710 Altogether)
Banner of the Dead Legion

Wight King @ 120
Sword of Kings
Skeletal Steed w/ barding

above character in this unit...
5 Black Knights w/ Full Command @ 183 (303 Altogether)
Royal Standard of Strigos

Vampire @ 203
Master of the Black Arts
Black Periapt
Helm of Commandment
Nightmare

above character with this unit...
5 Black Knights w/ Standard Bearer @ 161 (364 Altogether)
Cursed Pennant of Mousillon

Black Coach @ 200
Varghulf @ 175

3 x 20 Zombies @ 80 (240 Altogether)

Total of the Army - 1997

Hope to be in combat as soon as possible. If facing a high magic opponent, I believe I can hold off for a turn or two until I can engage their spell casters in combat. Hoping to be able to dictate which battles occur and, hopefully, combine some charges to cause auto breaking on key enemy units early.

Hoping to find ways to make this army as good as it can be, and looking forward to any ideas.
 
This looks like a fun army to play but I would be a bit concerned for the safety of both your necromancer and your supporting caster vampire. They're both sporting a 6+ armour save and once they hit combat (and they should, since they ride with the knights) they may be targeted due to this. Also, the helm of commandment might not see much use since the vampire that wields it will strive to reach close combat as well.

The cursed pennant of Mousillon really isn't all that hot in my opinion. It basically revolves around getting your knights killed in combat so that the enemy might be damaged due to the captured standard. I'd rather give them the warbanner to help them win said combats instead of surrendering their banner, heheh.

Something that could be worthwhile would be to swap the helm of commandment on your vampire to the flayed hauberk, giving him a respectable +2 armour save. Then, I'd switch out his master of the dark arts power for walking death to further help the knights out. Also, you could give him the balefire spike.

Finally, your zombies. I fear that they might simply be left behind by the rest of your army and will spend the game either slowly trying to catch up or holding table quarters. While that isn't very wrong in itself, you could try and replace them with 3x10 ghoul units. You could then give your vampire the ghoulkin power to let them keep up with your cavalry.
 
My overall plan for deplyoment is Zombies in the middle, Lord and necro w/ black knights next to them (ensuring all the zombies can march first turn), then the black coach, my vamp with black knights, varghulf, and then the black knights with the wight king reaching to the far edge of the table. After second turn, make everything into a battle line except the vampire w/ black knights unit in support. My magic will be focused on getting off some VDM to get into optimum charging positions, so everyone who does not have the spell, will just raise zombies to ensure no later flank charges.

I plan on getting into combat as soon as possible with the two units of black knights, varghulf, and black coach. I'm going to set up my necro to have him on the far side of a unit of knights, the lord next to him on one side, and either the varghulf or black coach on the necro's other side. Hopefully, I will be able to kill whatever is in base to base contact with the necro first and have as my defense, my offense.

With the four units from above in front, I plan on keeping the vampire back and using him as a support role only, offering heals and his helm to aid combat. Given the unit's speed, I doubt an enemy will catch them, but just in case, I decided to go ahead and give them the banner. I feel confident in my main striking force and feel that if they stick behind that, they'll be pretty safe. If I play against a heavy shooting army, then I'll just get the knights into combat against the weakest opponent I can find and hope for the best.

As far as the zombies go, I know I will be able to march all of the units first turn, and then decide in the second if I want to move them up or hold back to capture table quarters. They're main purpose is to ensure nothing nasty comes crashing down on me from my enemys far flank later in the game.

I didn't go with ghouls since I feel they'll be too easy to kill in combat and I don't want to divert any points toward boosting their numbers. Zombies were the cheapest choice that I can use to ensure big blocks of troops are on the flank of my attacking force.
 

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