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Posted: Wed Jun 21, 2006 7:08 pm
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Posted: Wed Jun 21, 2006 7:52 pm
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Posted: Wed Jun 21, 2006 10:08 pm
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lord_illpalazzo I was thinking about begining an undead army, and I don't know what I want. I'm torn between Vampire Counts, and a Chaos army. If I did get into Vampire, I think I wnat to use the magicy one. Necarchs, right? What are some advantages and disadvantes of them? Well, I'm not sure if you're asking pros vs cons for the Necrarchs or VC in general, so I'll tell you what I know. Bear in mind that I play Empire, so I may be a little off on a few of my points. But I still love the Vampires. xd
The big advantage to Necrarch armies is their magic. Obviously. Take piles of spellcasters (not hard, most Vampire characters can cast spells I think) and use them to raise skeletons/zombies left and right. Maybe throw in a Curse of Years or two to deal with pesky units.
The big advantage to Vampires in general is that they're Undead. Nobody on your end is going to run, and everyone causes fear. Wreaks havoc on puny human/elven minds. Being able to guarentee that any of your spellcasters can raise new units is also a pain in the a**. Your opponent's generally guarenteed to sink some points into anti-magic to try and stop you from flanking them with units that just pop out of the ground. The Black Coach is also a pain in the a**. Damn thing just keeps gaining health...
Disadvantage to Necrarch is that their characters are like paper. No muscle in them or on their skeletal hordes. If you can't keep your spells going off, you're going to have problems.
Disadvantage to Vampires in general is somewhat the same. Most of your units lack any real combat strength, so you NEED to keep raising fresh troops. Being Undead also causes your troops to die when they lose combat, and heaven forbid anything should happen to your general. Complete breakdown when that happens.
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Posted: Thu Jun 22, 2006 1:41 am
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Posted: Thu Jun 22, 2006 7:56 am
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Posted: Thu Jun 22, 2006 11:11 am
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Posted: Thu Jun 22, 2006 3:54 pm
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Not exactly. They take wounds based on how badly they lost. And if you want good reliable magic you'll want TK instead. Once you waste your opponent's dispel dice every spell you cast is guarenteed to go off.
Against Dwarves and Lizardmen, TK can do alright. However Dwarf players can really screw them over. If you go magic heavy with a TK list, you won't have that much power, and a lot of their stuff is easy to dispel, and vitally important to the running of their army. Keep in mind that TK uses no power dice, and the average Dwarf army is going to have at least 5-6 Dispel dice. Believe me, summoning a unit with invocation of nehek, then charging it in the same turn with Vanhel's Danse Macrabre is a very good thing. If you've already got skeletons in the front, a hit from the side is really going to hurt the average unit of saurus or Dwarves. If you want good heavy horsemen, Black Knights are excellent. They cost 25pts each, with barding or 23 without. They have killing blow, S4(S6 on the charge) and combined with Banner of Barrows Hit on a 3+ regardless of weapon skill or anything else. Hit a flank with that too, and most units are going to fall. You can use Vanhel's Danse Macrabre on them too, to get them into position quickly, or charge in if your close enough. Now as for the rules of undeath, whatever you loss by, instead of taking a break test, you take that many excess wounds. So if you lose by 2 you lose 2 wounds, no saves of any kind allowed. However, with invocation of nehek that doesn't matter, as you can summon more, in fact you can summon excesses of troops, and it won't cost you anything more. So for instance if you have a unit of 10 skeletons, cast invocation on a 7+, it goes through, then you'll get 2d6 extra skeletons, but the unit will only be worth 10. As a Necrach vampire. you get +1 to casting all spells, and with special bloodline abilities you can increase range of your spells, or add onto them.
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Posted: Thu Jun 22, 2006 9:39 pm
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EliotJamesRookwood Not exactly. They take wounds based on how badly they lost. And if you want good reliable magic you'll want TK instead. Once you waste your opponent's dispel dice every spell you cast is guarenteed to go off.
Against Dwarves and Lizardmen, TK can do alright. However Dwarf players can really screw them over. If you go magic heavy with a TK list, you won't have that much power, and a lot of their stuff is easy to dispel, and vitally important to the running of their army. Keep in mind that TK uses no power dice, and the average Dwarf army is going to have at least 5-6 Dispel dice. Believe me, summoning a unit with invocation of nehek, then charging it in the same turn with Vanhel's Danse Macrabre is a very good thing. If you've already got skeletons in the front, a hit from the side is really going to hurt the average unit of saurus or Dwarves. If you want good heavy horsemen, Black Knights are excellent. They cost 25pts each, with barding or 23 without. They have killing blow, S4(S6 on the charge) and combined with Banner of Barrows Hit on a 3+ regardless of weapon skill or anything else. Hit a flank with that too, and most units are going to fall. You can use Vanhel's Danse Macrabre on them too, to get them into position quickly, or charge in if your close enough. Now as for the rules of undeath, whatever you loss by, instead of taking a break test, you take that many excess wounds. So if you lose by 2 you lose 2 wounds, no saves of any kind allowed. However, with invocation of nehek that doesn't matter, as you can summon more, in fact you can summon excesses of troops, and it won't cost you anything more. So for instance if you have a unit of 10 skeletons, cast invocation on a 7+, it goes through, then you'll get 2d6 extra skeletons, but the unit will only be worth 10. As a Necrach vampire. you get +1 to casting all spells, and with special bloodline abilities you can increase range of your spells, or add onto them. For the record I said that TK magic is reliable, not incredibly powerful. sweatdrop
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Posted: Tue Jun 27, 2006 8:44 pm
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Posted: Tue Jun 27, 2006 10:25 pm
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Posted: Wed Jun 28, 2006 9:30 pm
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Posted: Thu Jun 29, 2006 10:05 am
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Posted: Thu Jun 29, 2006 10:14 pm
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Posted: Fri Jun 30, 2006 7:22 am
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EliotJamesRookwood Everlasting Chaos EliotJamesRookwood Yeah, but what about dispel dice, they still generate that like everyone else. Yeah, that would change. But not the actual casting. Games-workshop is not noted for its common sense, they very well might. If that's the case they would need to include a specific section in the rule book stating that Tomb Kings now follow the new system, or how this system works for them.
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Posted: Fri Jun 30, 2006 10:38 am
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