dark_curtoss Posted July 1, 2005 Share Posted July 1, 2005 This is my first list ever for warlord. I need some serious help. Here's my list: Azarphan w/ Moderate Magical Weapon and Greater Magical Armor 139 5 Skeletal Breakers 100 3 Wraith Harvesters 57 Malek w/ Greater Magical Empowerment, Familiar, 2 Fireballs, Bolt, 2 Ice Shards 245 Athak w/ Moderate Magical Weapon and Greater Magical Armor 107 6 Skeletal Warriors 102 Total 750pts Any advice or changes would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Reaperbryan Posted July 1, 2005 Share Posted July 1, 2005 I'd switch Azarphan for another Athak and get 37 points back, make the equip on both the same, and use the leftover points to buy more warriors or breakers. Quote Link to comment Share on other sites More sharing options...
wrightjd Posted July 1, 2005 Share Posted July 1, 2005 What I would do with that is: 1.) Lose some of the magic items or downgrade them. In a 750 point games sinking 165 points into magic items is a lot to lose, especially considering you could put another athak and 5 skeletal archers out there in place of those items. 2.) I would consider adding a solo to that army, if for nothing else to get that extra initiative card. I used the bloodseeker for the first time last night and I am thoroughly impressed (though I did put Improved Protection on him so he could take down some archers ). For 84 points and an extra card, I think it's a worthy buy. Though I'll not deny the effectiveness of the Banshee :). 3.) I'd probably try working at least a few archers in there. 4.) 2 Fireballs is a lot to load up with on a 750 game. In my experience I've found it beneficial to have a single fireball and a few ice shards and a scare. Quote Link to comment Share on other sites More sharing options...
dark_curtoss Posted July 1, 2005 Author Share Posted July 1, 2005 The reason I have Azarphan in was so I could use Malek as Athak is not allowed to have any elites. I also got to thinking that I put too many points into magic items. A solo is defintely a good idea. A question I have is it worth putting a magic user in a 750pt games or not? Quote Link to comment Share on other sites More sharing options...
Reaperbryan Posted July 1, 2005 Share Posted July 1, 2005 I have always found Magic worth it. Malek is your cheapest Spellcaster in the corebook, so use him over Naomi, and don't invest too much in spells. In a small engagement he likely won't have the time or the targets for tons of spells or AOE spells. 1 fireball, a few ice shards and he should be fine. Quote Link to comment Share on other sites More sharing options...
shakhak Posted July 1, 2005 Share Posted July 1, 2005 I like to mix and match my grunts. Put warriors in with the breakers and such but for necro this has less of an effect. I agree with WrightJD also, drop some magic items and spells and get some archers in the mix. Playing against his skeleton archers is deadly. Drop Greater Mag. Emp. it doubles his cost and is only worth taking for warlords and casters with multiple attacks - 45 drop fireball - 50 drop familiar(this is just preference) and take Scare - save 5 Drop those magic weapons - 60 = 30 + 30 drop the magic armor - 60 = 30 + 30 This frees up a total of 220 points. I don't think the above items will counter 1/3 of your oppenents army, but this might: Athak: 47 Skelly Archers: 116 = 29 x 4 Toss in a cheap solo to help with initiative and you have yourself a fighting force that has my Reptus shaking in their... swamp boots. Quote Link to comment Share on other sites More sharing options...
dark_curtoss Posted July 1, 2005 Author Share Posted July 1, 2005 Guess I put too many points into stuff I don't need at such a low points game, huh? Quote Link to comment Share on other sites More sharing options...
shakhak Posted July 1, 2005 Share Posted July 1, 2005 Hey, your army looks a heck of alot better than my first. Use the magic items a bit more sparingly and try to think about what you plan to accomplish with them. I like to use them to increase extremes, like a model with High DV gets magic armor so they always have a high DV, some like to use them to cover the weak spots, like armor for hero's with a DV of 8. As for you spells on the mage, everyone loves to load up a mage there is a TON of potential they have. But opponents gun for them so you only have a short time to get those spells off. And fireballs require a setup you won't see very often, especially if your opponent knows you have a fireball. Overall very nice army compistion. You spread things out and I love a Breaker + Reach unit troop. That MAV 4 is brutal, awesome job for a first army. Any idea what faction you're going to unleash them upon? Quote Link to comment Share on other sites More sharing options...
dark_curtoss Posted July 1, 2005 Author Share Posted July 1, 2005 Where I play there is a least one or two of every army. So I was trying to go for a more general feel. Quote Link to comment Share on other sites More sharing options...
Brushmaster Posted July 2, 2005 Share Posted July 2, 2005 Personally , i'd go with a few archers too as they are the cheapest archer around and you can always move and shoot with them . Quote Link to comment Share on other sites More sharing options...
dark_curtoss Posted July 2, 2005 Author Share Posted July 2, 2005 Ok. Here is a new list: Azarphan 79 5 Skeletal Breakers 100 4 Wraith Harvesters 76 Malek w/ Familiar, 2 Ice Shards, Fireball, Scare 140 Athak 47 4 Skeletal Archers 96 Athak 47 7 Skeletal Warriors 119 Banshee 45 Total Points 749 I tried to take everyone's advice into consideration. I think that this list is a lot better than the first one, but I would like other people's opinions. I feel a lot better about this list, too. I get 4 Initiative Cards with this list instead of the 2 that I got with the first list. Please let me know what you think of this list. Thanks. Quote Link to comment Share on other sites More sharing options...
Sivrel Posted July 2, 2005 Share Posted July 2, 2005 Your second list is much better than your first, more initiative cards, archers, and grunt numbers favorable for necros Quote Link to comment Share on other sites More sharing options...
Sivrel Posted July 2, 2005 Share Posted July 2, 2005 In my experience archers are always a good thing to have no matter what faction you are, even the Crusader ivy crown archers are better than no archers at all. Quote Link to comment Share on other sites More sharing options...
Sivrel Posted July 2, 2005 Share Posted July 2, 2005 And dont forget as necros you cancel fearlessness caused by a source other than undeath so scare can be pretty helpful. Quote Link to comment Share on other sites More sharing options...
ElementsWarden Posted July 2, 2005 Share Posted July 2, 2005 OK here is what I would do: Azarphan 79 4 Skeletal Breakers 80 5 Skeletal Warroirs 85 Malek 2xIce Shards, Fear, 2xScare 85 Athak 47 7 Skeletal Archers 168 Athak 47 4 Skeletal Warriors 68 Banshee 45 Banshee 45 Total Points 749 None of the spells are so expensive to need your familiar which is alot of points to put into a mediocre mage. If you lose a spell it is no biggie. You could get 2 Scares for the cost of a familiar. Fear and Scare are awesome for Necro, and then your archers or skellies pile up on the poor scared fellows. You have 1 more activation card and I personnaly like skellies better than Harvesters. They have deflect which can save you big time against other ranges attacks and protects your breakers to kill the scared big things (solos or warlords.) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.