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=====Lords===== *'''Vampire Lord:''' Brilliant stat line, a metric fuckton of upgrade options, and are neck and (exposed) neck with the Chaos Lord as the most dangerous generic combat lord in the game. They don't have to be the General anymore, and your General dying doesn't mean your army crumbles which allows you to go as wild as you want with their role. This motherfucker will likely soak up as many points as you can give, especially with the new 50% Lord limit. You're looking at 100 points worth of Vampire upgrades, 100 points worth of Magic Items, and the biggest baddest fucking mounts around. Or, if you're afraid of Cannons, then multiple Red Fury Master Vampires hiding in the line of footplodders waiting to unleash hell. All Vampires are level 1 Wizards in Lore of Vampires, Death, Shadow, or Undeath (remember that now you don't have to take Lore of Vampires at all) plus any non-Life Lore in the core rulebook with the Forbidden Lore upgrade, and you can upgrade them up to a level 4 Wizard as well. Item selection and powers will be covered later. 220 points at base level. These bad boys became much more versatile then ever before. Just don't go ''too'' overboard and make sure you have a clear plan of what you want them doing. *'''Tomb King:''' At the first glance, Tomb King loses out to Vampire Lord on many accounts - lower M, WS, BS, I and A, Flammable, cannot into Magic, cannot take mundane Heavy Armor, a Lance, or an additional Hand Weapon, and severely loses in the versatility and customization departments. But that's not why you take a Tomb King. Where Vampire Lord is the perfect predator, Tomb King is the leader, focused on improving his army. He is much cheaper (170pts vs 220pts naked) and comes with at least Light Armor by default (which can be bumped with Magic Armor) and has a fantastic rule called My Will Be Done, which allows his unit to use his WS (which is 6). This would make Grave Guard even better than they were, but there's always the eggs/basket story and with this new book lords and heroes already tend to soak up lots and lots of points. He also has The Curse, punishing whatever kills him making any attempt to kill him a risky endeavor. Or you could go with Tomb Princes for a more cost effective variation, if none of the Tomb Kings Magic Items above 50 points catches your interest. Finally, scroll down to Tomb Herald below to see the main benefit to having a Tomb King over a Master Vampire. Not that it matters much, but the mummy options are all flammable remember. *'''Master Necromancer:''' Out of the two caster-Lords, this one is your summoner one. He costs 165 points vanilla, plus 35 for his level 4 upgrade. Unlike his mummified colleague, Mastermancer can increase a Skeleton Warrior Unit's size beyond its starting limit with Master of the Dead upgrade (although not any of the Tomb Kings Skeleton Archers or Horsemen sadly) and is 10pts cheaper with an identical statline. He can only use Lore of Vampires, Lore of Undeath, or Lore of Death. The Master Necromancer and also can ride a variety of mounts, although the main point of these is to let him keep up with Black Knights if you are going full-cavalry. Otherwise, find him a nice big bunker full of Core to stick him in. If you want multiple casters, only take one Master Necromancer as only one can take the MotD upgrade in your army. *'''Liche High Priest:''' Out of the two caster-Lords, this one is your support. He's 175 points plus 35 for level 4. Compared to Master Necromancer, he has access to Lores of Undeath, Nehekhara, and Light of which the latter two provides the army with much-needed buffs. If you want numerous mages, take one Mastermancer in the back ranks and one Liche High Priest somewhere closer to the front, spamming Light-magic bubble goodness. He can be mounted on a Skeletal Steed, but this is only useful in full-cavalry armies. *'''Strigoi Ghoul King:''' Still a proper punch sport, but with all the options you're getting and all the possible combinations you can make this guy will probably won't see the light of day much. He's 260 points for a Regenerating (only 5+ sadly), Poisoned Attack with Infinite Hatred rapetrain that can't take Magic Armor. Dragonbane Gem is mandatory to protect him from Flame Attacks and most Magic Weapons aren't worth taking since they'll make him lose his Poisoned Attacks. He benefits a great deal from the Lore of Nehekhara Augments, and is not a bad idea if you want a Close Combat character to deal some guaranteed kills. He isn't a terrible choice, but he's got less potential for upgrades and also has got more competition now which doesn't work well in his favor. If you don't plan on kitting out your characters too much and just need someone killy to complete the set with someone else casty, Strigoi with Red Fury and Gem is the way to go.
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