[Archive] Lore of Undead and Magic of the End Times �?" Overview and Strategy

MadHatter:

I do admit, for cool/thematic/and fun games lore of undeath gives us so many possibilities and perhaps I soon (maybe after I win another best overall at my local scene :P) will put down the hat of min maxing and go for fun and good times.

I would model my undead army as follows:

Skeletons/ zombies/ risen infantry hero all depicted by zombified hobgoblin/ goblins/ orcs/ barbarians
Vargulfs/monsterous infantry= perhaps demonic minotaurs with molten weapons? Servants of Hashut.
Etherals= Conjured flame spirits
Terrorgeists/large monsters= unbound K'daii

Just the idea of a sorcerer prophet raising slaves from beyond the grave to serve! Just when they thought their cruel suffering was over! Or raising and bending fire deamons to his/her will in the midst of a battle. Truly terrifying and cool.

sam585
Awesome ideas! :hat off

@Bloodbeard: Yep, ill still go bale-bomb in the tournaments but I've shown the group what I can do and for casual games I'll go about exploring Lore of Undeath, Lammasu and Wolfriders next, I don't believe it's very competative but it's to cool to pass on :cheers

Lepcon85:

Lore of Undeath is a very good lore for us if built to suit correctly. problem is making the caster more survivable to the miscasts that will happen a lot. with that being said, I have been dabbling with if in a dual prophet build and with some solid results. 1 being the access to answers that we did not have prior to the introduction of the lore. Chaff Speedbumps for days can keep that pesky deathstar unit out of the equation an entire game if played right.  its funny to watch your opponent build that swordmaster unit that he just so happened to put all of his casters in be stuck in combat for 5 1/2 turns with units of Zombies that just keep showing up to the party. The Casket of Souls is very Cheeky with this lore and is also accessible to us thanks to the lore. if you are going for the Casket, have the Chalice on a hero caster as well as the power stone on the Undeath caster and watch even the best players pull their hair out because of all the free spells you get through uncontested. Mini light councils? Ive managed to make that happen in a game.  it can be really one sided if played in the right hands. Not Saying that Im an expert because I am far from that but I have been putting in some trial games to see what I could make happen and so far the results have been rewarding Ive been testing some theories out with a clubmate who is playing a nasty Chaos host list with Undeath and its ridiculous with certain aspects their as well.

At the end of the day I say if you are questioning it and curious. what can it hurt to try it out. I propose a challenge for everyone here on the forum. Play 3 games with a list involving the lore against three different armies. see what you can make happen to swing the game in your favor. If it doesn’t work out for you then you haven’t lost anything but a couple of games. Either way you will walk away with some serious knowledge for the future whether its using the lore or playing against it.

Just my opinion guys

Cheer

MadHatter:

Just re-read the infernal engineer rule and found they support summoned warmachines aswell. This is only interesting in one aspect, namely rerollable screaming skull catapults. If one where to field say 2 magmacannons with a Daemonsmith each then those rerolls would be enough to also support 2 summoned (upgraded) catapults, meaning forced panic tests on -1. Should be noted both casket of souls and screaming skull catapult are summoned on 24+, I believe the way to go is 6 dicing with a lvl 4 with earthing rod.

Malorndk:

I wouldn’t spent my powerdice, spells and miscasts on summoning screaming skulls. Warmachines is what our list has a plenty. Try to get something we lack out of LoU.

MadHatter:

I wouldn't spent my powerdice, spells and miscasts on summoning screaming skulls. Warmachines is what our list has a plenty. Try to get something we lack out of LoU.

Malorndk
Probably the best idea, I was pondering how to get some hard hitters into the list and scrapping the heavy artillery would be one way :cheers

Malorndk:

5 Hexwraiths (doesn’t require counter) hits pretty hard, has big versatility, is hard to deal with and dominates the movement face. Cast on 16+ which is 4 D6 on level 4.

5 Black knights hits hard as well.

This lore allows you to abuse flank and rears, even with your gunline army

Miasma:

I’ve recently played a couple of Tournaments lately with my Greenskins where I have taken the LoU on a Level 2 NG Shaman, I am looking forward to taking it with a Chaos Dwarf force, I appreciate the above views but I do have a different take on the spells and uses. In the below I have not taken into account any of the Summoning Counters as these are quiet difficult to accumulate with a single low level caster as I have not been using End Time magic rules in these games. I have only used the below spell

Ryze - The Grave Call

(9+) Infantry

A Wizard can raise with 50 pts

10 Skeleton Warriors (Light armour, Shield)

(14+) Infantry

A Wizard Can raise with 100 pts

20 Skeleton Warriors (Light armour, Shield) or

14 Skeleton Warriors (Full Command, Light Armour, Shield) or

10 Skeleton Warriors (Full Command, Light Armour, Shield 20pts Magic Standard)

33 Zombies or

29 Zombies, Musician, Standard

16 Skeleton Archers

10 Crypt Ghouls

(16+) Monstrous Infantry

A Wizard can summon with 150 pts

3 Ushbati

3 Crypt Horrors with Champion

3 Vargheists with Champion

Now the usefulness of this spell will change depending on the composition of the Chaos Dwarf Army that it is taken with, all from here is purely my personal opinion.

My army lacks Chaff (2x Mounted Khan’s) and Tarpit Units (I have none) I also like to get engaged as quickly as possible as I play with only two Death Rockets so my summoning priorities are likely to be different to Gunline Players. The Lore for me at least is a great addition so I can bolster my troops before combat is reached.

I love the 14+ and 16+ version of this spell plus have a VC army knocking about that I have neglected for a little while now.

Here are my Favourite Summoning’s

14+ Infantry Version - 29 Zombies, Musician, Standard

This unit is a great tarpit to use for a turn, I look to control much of the board as possible with my Infernal Guard with Blunderbusses and this unit makes a nice flank protector for this unit as the CD movement is low I find that my Flanks are often vulnerable.

16+ Monstrous Infantry Version - 3 Varghiests with Champion

I love this unit, especially deployed as a Conga Line with Champion at the front and use them to snipe Wizards and Hero Level Characters (not BSB usually too well protected) and Warmachines they also in my mind provide a great supporting unit for a Bull Centuar unit and can keep up with the speed of the Centaurs