So with a wealth of nagash inspired love I'm expecting all my opponents at the club to dust off their VC and TK and also purchase a few new nagash and friends models. As I have just bought and painted my first 500pts of my new LM army (16 Saurus, 24 Skinks, 3 Rippers) I am thinking about how to optimise my next 1500 pts (in 500pt chunks) towards an army that will likely be facing several undead opponents over the coming 6 months. So initial thoughts are High magic Slan (for arcane unforging on nagash) or Lore of Light Slan (if no nagash), but with skink priest limited to beasts and heavens you can't build a light coven (would be my empire solution). Im also thinking larger blocks of saurus with bsb, crown of command, TGs etc, to maximise combat rez against all those large blocks of skeles and try to get decent kills + crumble from combat rez.... Three main questions: 1). What tips, builds, and tricks can people think of to optimise against undead? 2). Also how many of the big beasties have high T rather than armour saves? i.e. targets for the rippers/chameleons? I don't know the VC or TK books... 3). Mask fo Eee and Terror Banner, are either of these worth it to take on / negate any undead terror causing units? Any help appreciated!
Lord Kroak... In big games Lord Kroak and a death slann. Purple sun some zombies and get a lot of power dice, Deliverence of Itza the undead... Just be careful of their Terrorgheists. They can put a lot of hurt into our skinks. With cold-blooded we don't really need to worry about terror that much, just play smart and keep the skinks in your LD bubble. Ugly combo's for them will be: Catapults, Doom & Darkness The TK tomb thingy giving more power dice and VC's general strong magic Khalida and raising a crap load of skeleton archers and synergies between TK characters and VC units
Invocation of Nehek on this thread =S I'm an undead player myself. Lore of Light's Lore Attribute (extra damage against undead units) will be nice here. I would take some Scarvets to challenge their vampire blenders in combat. The wise VC player will want his Vamp to be mowing through rank and file to generate combat res. If he's stuck fighting the one character he's not generating that combat res, making it easier to crumble them from the outcome. If you take Wandering deliberations with all the Signature spells, you can get Shem's Gaze and Searing Doom on his Black Knight Bus/Grave Guard which will obliterate them unless he's equipped his characters with magic resistance items. If he's done that though that means they won't have a ward save in close combat. Terradons dropping rocks followed by Searing Doom finished off my Cav Bus in a Triumph and Treachery game, was nastily effective. If he has lots of archers then load them up with Heaven's iceshard blizzard. Just one and archers are on 6s to hit. If you have two skink priests with heaven's signature and double it up then they need to hit on 7s...
Sorry mate, but don't TK archers ignore iceshard's -1, like WE archers with those unmodified arrows do? You have yo reduce their BS with Melkoth's to see them hit with 6's as long as they ignore the -1. Unless I'm missing something with their rule wording (Long time since I saw my last TK jajajaja)