I have a lot of experience in warhammer, mordheim, <insert all other GM games here>. Playing that game I saw the importance of having the draws in the draw deck. So does this game lend itself more to a min/max theory in order to maximize draws for turn advantage, if so how does this apply to Necropolis?
Gaining initiative over your opponent is typically a desirable thing especially once your troops are engaged in fighting, although I would like to point out that it is not always good. For example during the Setup phase it is often advantageous to have your opponent deploy their troops before you so you can place your troops more re-actively, creating favorable match-ups between your troops and theirs. Also typically the first game turn is spent jockeying for position on the field in order to discover where engagement will take place first. In this situation also, it is usually to your advantage to force your opponent to commit his initial moves, so that you may even have a chance to engage him and deal damage on the first round, while he was forced to only move. In these two situations, it would be to your advantage to have less initiative cards in the deck, so your opponents cards are more likely to come up first. This is one reason why the Tactician SA is so useful... since you can choose when to add that extra card to the deck (ie don't add it early in the game, but once you are engaged, put it in).
There are many players that will play highly effective armies that consist of only one or two troops. While this severely limits the number of cards in the initiative deck, it also creates a situation that when their number does come up, they hit like a sledgehammer, activating up to 1000 points worth of models at a single time in a coordinated fashion.
In the end it comes down to personal preference, what you are trying to accomplish, and how more or less troops helps or hinders that strategy.
Most of this thread is consisted of army list, but I would like to know apart from that, what playing style does this army excel at? In other game systems I am used to a highly mobile army where I chose where and when to fight. I can usually turn that to my advantage.
There are lots of different things you can do with any faction, although one of the most unique and potent things the Necropolis specifically has access to is their Vampire sub faction. By using Judas's Warlord Ability which grants Bloodlust to models in his troop, in combination with the Devourer Doctrine which bumps the Bloodlust bonus from +1 to +2 you have created a situation where your models have a significant bonus to their attack rolls which help bring down wounded models fast. Tie that together with the Vampire SA that allows you to gain one DT back when you defeat a model in B2B and you are basically healing yourself for killing enemies -- which is something you were going to do anyway. By including some archers or mages in your army you can wound an enemy safely from a good distance away, then close into melee with your Vampires who now have their Bloodlust activated.
As far as a highly mobile force is concerned, you should look at the variety of models with Flyer within the Necropolis as well as their Deathrider cavalry. High mobility is always an asset, and that is no different in this game.
I currently have this:
Judas Bloodspire, Anointed of Hars
Count Vandrian, Crimson Knight
Malek, the Hated
Sir Dauron, Death Knight
Crimson Knight x 3
Wraith Harvester x 3
If I want to maximize my Scenario Points I have to tailor the army to both meet the scenario objectives + worry about the other person trying to kill my models. Going to a min/max theory what would you think of this army?
Necropolis - 1000 points
Judas Bloodspire, Anointed of Hars
Chattel x 3
Eikar, Crypt Bat
Crypt Bat x 2
Sir Athak, Crimson Knight
Crimson Knight x 3
Sir Gadrun, Deathrider
Deathrider x 2
Sir Gauren the Wrathful
Wraith Harvester x 4
Book of Tactics
I donít know if it has enough punching power, I know things will die, but will they help me in the scenarios?
In response to this army with regard to the three scenarios that will be at the Gamer's Realm tournament I will break it down by scenario:
General Murphy: This scenario is the closest to a normal "kill em all" game that we have in our scenario list, and as such, any list that is good in a normal Warlord game should succeed here. Random deployment may play slightly against you to some degree with 7 troops, as you will be making 7 separate dice rolls to see where your forces are placed. This may be good or bad depending on how those rolls and your opponents turn out, but its likely that you will have forces spread across the whole of the board and this may hinder your ability to focus your firepower effectively. At the same time, if your rolls turn out favorable this may not happen, its nearly impossible to say.
Ruins of the Ancients: This scenario can be best thought of as King of the Hill, and as such, the center of the board turns into a meat grinder. Cheaper lower DT models typically fair poorly in this scenario that is mainly designed to favor higher cost soldiers, elites and leaders. Judas will be a great asset to you here as will all your Crimson Knights, although you might seriously consider giving Judas a few solid soldiers to accompany him into battle at least to give him support and prevent him from being completely surrounded, as your opponent will likely kill your Chattel very quickly leaving Judas to attack alone with no snacks to eat :) You might consider consolidating some of your 7 troops into 3 or 4 more beefy troops with this scenario in the mix.
Treacherous Chasm: With 6 choices of platforms to setup on, and 7 total to control, your 7 troops will offer you an interesting advantage to be able to place at least one troop on each of the platforms during setup, giving you a nice early game jump on controlling the board (since most players do not bring that many troops in 1000). Your stronger models in particular will be excellent guardians of the platforms and you may be able to block some of the bridge access with your fodder type of troops. If you can distract your opponent long enough, you may have an interesting build for this scenario, although a determined foe will likely give you a run for your money and you may find that several of your small troops will be eliminated early in the game when your opponent chooses a platform you already occupy as the starting location for one of his larger troops.