Fighterdoken Posted February 21, 2011 Share Posted February 21, 2011 Whoops. Again. Yeah, I like your idea about beefing up Troops 3 and 4. I didn't plan on getting Moandain in close combat I want him for his spellcasting. Also, having all the troop leaders being undead allows me to use Moandain special rule which makes all troop leader act like familiars in the sense that I can channel spells through them. Which again allows Moandain to hang back and cast spells while the others do the fighting. I love using Railor for Moandain's spellcasting because he is so mobile. Incorporeal is frequently underestimated, but think of it this way: if positioned correctly, you can get to your opponents, but they can't get to you Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted April 1, 2011 Share Posted April 1, 2011 Here was a fun list I made today. Not sure when I will get a chance to use it, but still looks fun.. Necropolis - 998 points Troop 1 Moandain, Arch-Lich Sir Osric, Crimson Knight x 2 Ghast x 3 Crypt Bat Troop 2 Railor of the Unbodied Sir Osric, Crimson Knight Skeletal Swordman x 4 Troop 3 Railor of the Unbodied Sir Osric, Crimson Knight Skeletal Swordman x 4 Troop 4 Gargoyle x 3 ---------------------------- 4 troops +1 tactician 22 models (50 DTs) Basic fun is a three ring circus: Moandain casts evil spells thru Railors. Railors cast Surges on Osric and Gargoyles. Osric uses parry on Defense to get to DV 15 and vampires soldiers on offense to keep self damage down. Gargoyles fly to the backfield and attack casters and such and control the enemy movement. Soldiers just get in the way and try to keep the Osrics from getting swarmed. Quote Link to comment Share on other sites More sharing options...
ThatDeadGuy Posted April 17, 2011 Share Posted April 17, 2011 Hello everyone! I know I'm a relatively new guy to the forums but I'm trying to change that, and to that end, I've been reading all the Necropolis listings here and I've noticed my play style seems to be drastically different from what many of you are putting out here, so I thought it might be fun to share my thoughts on an army build. This is the list I use when I play. It usually serves me well, though my gaming group that I started here in Florida is (very) small (only 3-6 of us depending on who shows)so it hasn't been tested against a huge variety of armies and styles. Necropolis 1000 point list (1000 used): (Graveyard Doctrine to try and pick up a "shield" or two...or possible food for Moandain) Luck stone Troop 1: Moandain + Familiar Zombie X 3 Night specter Troop 2: Baron Kentaur + Magic Weapon Skeleton Warrior X 5 + Musician Gauntfield Troop 3: Sir Gadrun + Magic Weapon Deathrider X 3 Malek + Familiar Troop 4: Aysa + Familiar Troop 5: Grave Horror The tactics used for this are many fold, and dependant on what I'm fighting, but the over all idea is allot of speed. The Deathriders can get to troublesome archers and mages/healers quickly. Alternatively (and frequently) I send a borrowed Horror for that job. I never leave him unborrowed if I can help it. I will usually attack some thing essential, yet vulnerable then on the next turns activation break and reburrow, following up with the deathriders. Gadruns speed is great for Moandain who can cast off of him (which I think works a little better than Railor in my experience). I have 3 strong casters in the force (plus the night specters Fear) and I use them to Fear or Stun/Hold characters and strong multi wound troops in order to either stack mav bonuses (Shaken+Support+Magic Weapons when possible)or prevent retaliations (Stun), or prevent movement (Hold). I rarely move my casters, relying instead on Familiars. In that way I can Focus and cast to ensure successful casting (doesn't always work but with my reputation for exceedingly poor luck I need all the bonuses I can get). I use an over all tactic of preventing retaliation, using my skeletons as buffers for Gauntfield with reach, the Deathriders first strikes, or damage spells to thin out opponents troops. The Zombies in Moandains squad play 2 important roles. First of which is to shield Moandain from charges by fast moving opponents seeking to charge him, and two, food via Siphon Soul. I can leech SP off these multi wound models without killing them and breaking my "living" shield. The Zombies fairly high tough ability lets me Leech off them and possibly not kill them, which is nice. The list isn't as Fleshless specific as I would like it to be, but alas the newest rules set doesn't support them as a sub faction very well. The Majority of my melee units do ignore terrain (either via being Non-Corporeal or Burrow or a tossed Airwalk from Moandain when needed), and are quick moving, which in my mind is essential. I do have a 1500 point build which has been play tested even less (but adds more to the Fleshless theme I'm going for), which I'll post at a later time as well. I would also intend on putting up some pics of my models soon (over the next few days if possible). I'll be working on that as time permits. Enjoy and please feel free to share your thoughts! Quote Link to comment Share on other sites More sharing options...
Wowahboy Posted April 24, 2011 Share Posted April 24, 2011 Click on the link below to see pics of my Nec army. Used them the last 2 years at Reapercon. I have been slowly adding to them. Never had good pictures or pictures of the whole group until now. Entire army best viewed as album slideshow. Good luck to my fellow Necropolis players at the Reapercon Warlord tournament. I'll be playing Razig this year. Note: You're crazy if you do not bring a band of Gargoyles to the party. Also, Bat Swarms summoned by a desperate Vampire can also be a nasty surprise! https://picasaweb.google.com/lh/photo/L-xecyHjnSJom29ict_Haw?feat=directlink Quote Link to comment Share on other sites More sharing options...
ThatDeadGuy Posted April 30, 2011 Share Posted April 30, 2011 Railors cast Surges on Osric and Gargoyles. Not sure how much this may affect your over all tactics, but Gargoyles can not have Necromantic Surge cast upon them, they are not Undead Quote Link to comment Share on other sites More sharing options...
Caligor Posted June 19, 2011 Share Posted June 19, 2011 Thinking of making a 500 pt army: Judas (195 pt) Naomi (98 pt) Crypt bat x 7 (22x7=144 pt) Luck stone (3 pt) Totem (50 pt) Devourer doctrine With judas and the devourer doctrine all the Crypt bats have bloodlust +2. Naomi will use her fireball as much as possible and judas will lead the way and damage as many as possible (MAV 11 with bloodlust (maybe 7 attacks with MAV 8). The main risk is against an army with many spellcasters/shooters that can take out lots of Crypt bats but then judas will probably manage quite well. Quote Link to comment Share on other sites More sharing options...
Baphomet69 Posted December 11, 2011 Share Posted December 11, 2011 Would someone who knows Necropolis well consider doing a review (or series of same) for the various units available to this faction like jdripley did for the dwarves? That was really helpful and I could certainly use the same for these guys... Quote Link to comment Share on other sites More sharing options...
Dan Goodchild Posted February 11, 2012 Share Posted February 11, 2012 Hi folks. I'm new to Warlord and have started building my Necropolis forces. I'm a bit confused over two figures and I'm hoping someone here can enlighten me. What is the difference between Nightspectre (14182) and Night Spectre (14547)? I picked up the 14547 from my FLGS yesterday because it is listed on the blister as belonging to Necropolis but I don't find stats for it in the rulebook or army creator. What's more, the blister pack is printed as Nightspectre (one word), Ncpls but searching the number on the site yields Night Spectre (two words) while Nightspecre is a different mini that is statted in the rule book and database. I'm so confused. Cheers, Anshar A day without sunshine is like… night. Quote Link to comment Share on other sites More sharing options...
Warwick Posted February 12, 2012 Share Posted February 12, 2012 Welcome to Warlord! Hmm, your question is interesting. Here's my take. Use the one that looks the best to you. Reaper doesn't care; they have an open proxy policy. As long as there is no confusion to you and your opponent, use the one you want to paint up. And remember, Vampires are cool in Warlord. Not so in other places. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted February 12, 2012 Share Posted February 12, 2012 Indeed, it is simply a resculpt that happened. Either sculpt is valid. Quote Link to comment Share on other sites More sharing options...
Dan Goodchild Posted February 13, 2012 Share Posted February 13, 2012 Thanks for the insight; I appreciate it. I already have 14547 so I'll likely just stick with that. I'm glad that Reaper chose to be flexible about proxying; it's… refreshing. :) Quote Link to comment Share on other sites More sharing options...
cristomeyers Posted May 7, 2012 Share Posted May 7, 2012 Quick question about Rhasia's Warlord ability. How would it affect a soldier without Tough? Would they gain Tough/0 or are they just SOL? Quote Link to comment Share on other sites More sharing options...
Shakandara Posted May 7, 2012 Share Posted May 7, 2012 If they don't have it (Tough), then they get no benefit. ~v Quote Link to comment Share on other sites More sharing options...
cristomeyers Posted May 7, 2012 Share Posted May 7, 2012 So, messing around with something of a theme list. Wanted to see what I could do without using the vamps. I think it's a bit lacking in hitting power, but with three mages I figure I'll use Graverot and Railor's unit to hold the enemy up while I pound them flat with the Grave Horror and magic. Haven't decided between the Graveyard or Crypt Legion doctrines. With Crypt Legion Rhasia would give all those skeletons in her unit Tough/1, but Graveyard would give the potential of bringing in some new troops. Leaning towards Crypt Legion. I feel I'm more likely to make Tough checks than the Graveyard roll. Troop 1 Rhasia, Zombie Queen Skeletal Warrior x 4 Skeletal Archer x 3 Zombie x 6 Skeletal Spearman x 2 Troop 2 Railor of the Unbodied Deathrider x 3 Wraith Harvester x 3 Malek, the Hated Troop 3 Graverot, Ghast Ghoul x 4 Ghast x 2 Malek, the Hated Troop 4 Grave Horror Luck Stone Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted May 8, 2012 Share Posted May 8, 2012 I like the grave horror. But, for this particular list I might suggest making a few slight adjustments... First, I look at what spells Malek and Railor can cast and see how I can best maximize them. Their best two spells are Ice Shard and Necromatic Surge. For the Surge you will want a couple of big models to aim at. You could use the horror for sure, and it would be very affective to say the least. But, I also like the idea of two targets instead of just one. Also, I noted that you had a bunch of different troop types in your troops that dont necessarily have lots of synergy together. So, I streamlined a little in my suggestion. I traded a lot of the skellies and some of the other stuff for for better zombies. With their natural tough plus Rhasia's bonus they will stand back up more often and give you more benefit than the cheaper skellies. Made a few other similar tweaks and here is my suggested list... Necropolis - 1000 points Troop 1 Rhasia, Zombie Queen Burrowing Zombie x 5 Zombie x 6 Skeletal Archer x 2 Skeletal Spearman x 2 Troop 2 Graverot, Ghast Malek, the Hated Ghast x 2 Ghoul x 2 Troop 3 Railor of the Unbodied Malek, the Hated Deathrider x 4 Troop 4 Skeletal Giant Troop 5 Skeletal Giant Quote Link to comment Share on other sites More sharing options...
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