• Roll-up! Roll-up! Come one and all the fantastic Turning the World to Darkness painting competition. Welcome to any skill level, you can find out more here.
  • It's time once again to ferret out those murderous vampires in a new VAU - Vampires Amongst Us. A cross between Cluedo and a roleplay, sometimes gory and often hilarious! Find out more here.

Undead legions in mathematical terms is mwbd or hatred better?

For price/effect which buff is better?


  • Total voters
    5
Joined
Jun 9, 2015
Messages
5
#1
I know mwbd (giving a uint ws 6/5) is a nice buff from the tomb king/prince but the price tag of 170/100 points naked is a little much for the effect. I was thinking isn't the necrotic causing hatred better mathematicaly in regards to core from ws1-3 for a cheaper point cost (60)?
 

bigbadbat

Harbinger of Dandelions
True Blood
Joined
Jun 14, 2012
Messages
1,244
#2
Initiative is the problem here. The Necrotic could well be dead before the unit he's in gets to strike, wasting the hatred and pts.
MWBD offers some defense in the way of getting hit less via the higher WS of the unit. With access to Van Hels, and the ability to equip the TP/TK defensively, you can really make a tough unit.
This, is of course, very dependent on the unit you wish to buff.
 
Joined
Jun 9, 2015
Messages
5
#3
Is it feasible to have both the tomb k/p and necrotic be in the middle rank just for there buff?
 

bigbadbat

Harbinger of Dandelions
True Blood
Joined
Jun 14, 2012
Messages
1,244
#4
Between Book of Arkhan and VHDM, you should be able to get those rerollable via magic. The Necrotect doesn't provide any value for me.
 
Joined
Jun 9, 2015
Messages
5
#5
I agree that keeping your weak tomb king characters in the front is risky to say the least. The last game I played I had a prince in a horde of zombies which was working great intell my opponet's bloodletter champion and uint directed 5 attacks at him... Bye bye ws5 zombies. So my new plan is to keep the characters in the second rank sacrificeing 2 of his attacks for much greater security. Any thoughts on that?
 
Joined
Nov 10, 2014
Messages
240
#6
@TimB65 Get skeletons, get a champion, challenge the blootletter. Heal, revive champion, lock his silly blootletter in place the entire game. done!

Frenzy bait the guy, Casket him back to his owner. Banish him. Options are endless :)

Edit : I'm also more of a fan of the TK/TP instead of necro. Book/VHDM will give you those re-rolls anyway.
You're spending 60 points, no upgrades, for a 1 trick pony (that can be sniped very easily!). WS lasts throughout the entire combat. You suffer less wounds as you would with a necro. Low ini means you'll lose alot of models before you even get to strike.
 
Joined
Dec 14, 2012
Messages
281
#7
I prefer to use a tomb prince/king on my list, but Kandorak from undeath can with a dirt cheap casting roll just summon a necrotect into a unit. I think that is where necrotects are most valuable as they are one of the few characters we have that can be summoned with less than 2-4 tokens and if end times magic is used I tend to spam dire wolf, 10 man skeles, cairn wraiths and necrotects whenever I don't have a better choice to boost my counters and clog the field. A brettonian lance formation has enough trouble maneuvering without a thousand roadblocks redirecting it every 2 seconds and is actually pretty pathetic when flank charged, same for sword masters of hoeth. This is especially good in scream lists. Or that phoenix guard bus with 3+ ward. Summoned units surrender no VP, if your oppoent directs attacks at a summoned necrotect they aren't hurting the unit and I've had people overkill and waste attacks on a necrotect. Same they've fallen short slightly or not bothered at all. With this method you do set up plenty of flanks whichdrastically improves the survivability of a necrotect anyway.
 
Joined
Dec 2, 2014
Messages
187
#8
Just a small note, you can NOT summon characters into units, they have to be outside the unit at least an inch away, then you either use magic to let them move into a unit or they sit a whole turn in the open and then join a unit preventing you from charging with said unit.
 
Joined
Dec 14, 2012
Messages
281
#9
Just a small note, you can NOT summon characters into units, they have to be outside the unit at least an inch away, then you either use magic to let them move into a unit or they sit a whole turn in the open and then join a unit preventing you from charging with said unit.
Oh I didn't know that. In which case I withdraw my statement unless you're using the TK movement spell alongside it. I'll be sure to remember this from now on.
 
Joined
Dec 2, 2014
Messages
187
#10
ya, It's kind of annoying, but it would be kind of overpowered to summon units straight into the safety of units.
 
Top