[Archive] LoA and Lore of Undeath

Malorndk:


Ok here are some things to consider:

Ryze will give you up to 50 zombies on one cast. Use them as tar pits,
and road bumps for your gun line.

Dark Riders will give you 5 black knights to save your warmachines.
I included barding, and lances in that calculation, so they are s6 on the charge,
with a 2+ armor save.

The big big spell to notice is The Herald. This will give you Cairn Wraiths, and lv1 death wizards.
The Cairn Wraith is etherial, and s5, a3. He can instead do one attack that ignores armor,
and wounds automatically if it hits.

Now if you have markers this spell will give you War Sphinxes, Black Coaches, and Terrorgheists..
(The 24+ version) And none of these award victory points, which is craaaazy.

The sphinx is good vs infantry, the coach is character levels of immortal, and can get even more crazy if you feed it magic dice.
(DO NOT ATTACK UNITS IN THE FRONT, IT WILL CRUMBLE. Due to static combat res.) The Terrorgheist's scream can kill ANYTHING.


GDD
Ryze - the grave calle can only summon 100 points of infantry at a 14, which is 33 zombies and not 50.

Aka'aran - the dark riders allows 150 points on a 16+ which is indeed 5 Black Knights, or more importantly: 3 Blood Knights. Bloodknights have a better chance to act as a redirector and not break, due to thier tons of attacks and str. 5, so they won't crumble as much.

And the one which summons the sick stuff is called the Harbringer and not the Herald, but it is indeed insane if you go for the 24+ with some raise the dead counters ready.

The lore still suffers from range 12, and has some abysmal spells in the lore.

...But on Nagash! Holy shiet this lore will make opponents rage quit! 10 dices to get 16+ = 10 bloodknights! Or 8 Bloodknights with full command and 65 points spare for magic weapon on champ and a magic standard.

GDD:


Ok here are some things to consider:

Ryze will give you up to 50 zombies on one cast. Use them as tar pits,
and road bumps for your gun line.



GDD
Ryze - the grave calle can only summon 100 points of infantry at a 14, which is 33 zombies and not 50.


Malorndk
"Ryze is a summoning spell with a range of 12". Base spell summons a 50 point infantry unit from the Undead Legions list. Bigger versions summon a 100 point (13+) or 150 point (16+) unit."

That is where I got the 50 zombies from :P The 16+ version. I got this quote from: http://www.thefieldsofblood.com/2014/08/the-lore-of-undeath.html
I can tell it's not that accurate, but I don't think he just added a third casting version for fun.
And 33 zombies still last a turn or two! Well worth the dice.

Good thinking with Blood Knights. Their biggest advantage over Black Knights is their ability to march.

And I'l correct something else I said on The Harbinger. The Black Coach is 175 points, so you do not need counters for it!

Malorndk:


Ok here are some things to consider:

Ryze will give you up to 50 zombies on one cast. Use them as tar pits,
and road bumps for your gun line.



GDD
Ryze - the grave calle can only summon 100 points of infantry at a 14, which is 33 zombies and not 50.


Malorndk
"Ryze is a summoning spell with a range of 12". Base spell summons a 50 point infantry unit from the Undead Legions list. Bigger versions summon a 100 point (13+) or 150 point (16+) unit."

That is where I got the 50 zombies from :P The 16+ version. I got this quote from: http://www.thefieldsofblood.com/2014/08/the-lore-of-undeath.html
I can tell it's not that accurate, but I don't think he just added a third casting version for fun.
And 33 zombies still last a turn or two! Well worth the dice.

Good thinking with Blood Knights. Their biggest advantage over Black Knights is their ability to march.

And I'l correct something else I said on The Harbinger. The Black Coach is 175 points, so you do not need counters for it!


GDD
Have you read the lore the actual lore and not just the summarize rumors?

The biggest boosted Ryze only summons monstrous infantry. So you can't get 50 zombies. Only 33. But with a sigle Raise the dead counter the big one can get you 4 Crypt horrors, 3 Vargheists or 2 Morghasts which is pretty good i guess.

Btw send you a PM so we don't discuss something that is very clear in the rules ;)

MadHatter:

Something to consider…

Skeleton Warriors (tomb kings) cost 1 point less per model and has 2 better Ld than the VC ones, otherwise same statline. However VC Skeleton Warriors may march if they are withing 12" of the army’s general and get free spears, whereas the TK ones cost points per unit.

TK list if kind of cool actually!

I’ll “just” be going with the signature spell, as I don’t want to start an undead army just to play our new well-deserved Chaos Dwarf Necromancer :mask

I’ll go for 2 skeleton regiments, already ordered…

However…

The tier 3 version of the spell puts monstrous infantry on the table… for the points allowance I count the following options:

Ushtabi (great bows)

Vargheists (fly)

Crypt Horrors (regen)

I’ll only make 1 of these units and so far I think I prefer the Ushtabi, from a hobby perspective they could easily be converted to fit the theme of the other undead units I have plannad and well, as magic phase is before shooting, they look quite tasty with their st 6 unpennalized shooting, even if it is BS 2.

Any ideas?

GDD:

Ushtabi (great bows)
Vargheists (fly)
Crypt Horrors (regen)

I'll only make 1 of these units and so far I think I prefer the Ushtabi, from a hobby perspective they could easily be converted to fit the theme of the other undead units I have plannad and well, as magic phase is before shooting, they look quite tasty with their st 6 unpennalized shooting, even if it is BS 2.

Any ideas?

MadHatter
The new book makes it so both VC and TK do not crumble when their general dies, and they can both march within 12" of their general now!!
The TK guys are crazy about this, as their army might have jumped a tier up :P

I'd either go with Vargheists (versatility), or crypt horrors (tanky). Ushabti have bs 2, and even with their arrows, that means you get one s6 arrow off. Not worth it.

Vargheists have fly, and are vampyric so they can march anyway. They are frenzied, but chances are you are using them to remove chaff anyway.
They are also s5 with A3 + frenzy + stomps. My point is they kill stuff.

Crypt horrors are T5, and have 5+ regen, and 3 wounds. And they also have S4 a3 + stomps.
If you are lucky enough to get a LoV necro you can make them stick around even longer.
If you have one counter you get 4 of them, and that is the magic number.

As said either Vargheists, or horrors. Depends on your list. Vargheists can be good warmachine hunters,
but as CD we lack stuff to LoS block them with.
Crypt horrors could also make cool slave conversions :P

tjub:

Haven’t bought the book, but is this “the end times” a setting like “storm of magic” or an addition to the WFB rules?

Malorndk:

If someone intents to use the lore a lot, pls make some hobgoblin shamans, and used them as your summoned necromancers from the Harbringer <3

Dînadan:

The tier 3 version of the spell puts monstrous infantry on the table... for the points allowance I count the following options:

Ushtabi (great bows)
Vargheists (fly)
Crypt Horrors (regen)

I'll only make 1 of these units and so far I think I prefer the Ushtabi, from a hobby perspective they could easily be converted to fit the theme of the other undead units I have plannad and well, as magic phase is before shooting, they look quite tasty with their st 6 unpennalized shooting, even if it is BS 2.

Any ideas?

MadHatter
In the recent Mantic Kickstarter were zombie trolls (three in the main box) - if they end up releasing them separately they could work as Crypt Horrors; fluffwise being trolls that were used as slaves and the worked to death only to be ressurected to continue working perhaps?

GDD:

Haven't bought the book, but is this "the end times" a setting like "storm of magic" or an addition to the WFB rules?

tjub
It's kind of unclear. It's like an expansion pack to fantasy, or 8,5th edition.