Joined
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475 Posts
Biggest things I see:
1 -- Get some ward saves for the vamps. There's lots of spells and weapons that ignore armor. I wouldn't rely on The Hunger special rule to keep them alive either.
2 -- Get a necromancer scroll caddy. A scroll can be a life saver vs those nuke spells.
3 -- Pare those giant core units down. Unless you're playing on a table w/ 3 pieces of terrain, those HUGE units can be a real pain to move. A necro w/ master of the dead (another reason for the caddy
k: ) can boost skeletons beyond starting size. Zombies can always go beyond starting size AND get 2D6+lvl added when doing Invocation.
4 -- Get some chaff units like dire wolves, solo spirit host, or fell bats. You can get some of those by paring down those core blocks. You need to be able to get to your opponents' chaff units to keep them from bogging down your main units and having your own throw away units will help with that.
Special and Rare look good.
1 -- Get some ward saves for the vamps. There's lots of spells and weapons that ignore armor. I wouldn't rely on The Hunger special rule to keep them alive either.
2 -- Get a necromancer scroll caddy. A scroll can be a life saver vs those nuke spells.
3 -- Pare those giant core units down. Unless you're playing on a table w/ 3 pieces of terrain, those HUGE units can be a real pain to move. A necro w/ master of the dead (another reason for the caddy
4 -- Get some chaff units like dire wolves, solo spirit host, or fell bats. You can get some of those by paring down those core blocks. You need to be able to get to your opponents' chaff units to keep them from bogging down your main units and having your own throw away units will help with that.
Special and Rare look good.