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Tactica Vampire COunts - arbogast | |
NecromancyA brief discussion of arguably the greatest lore in the game is in order at this point...Invocation of Nehek - the ultimate multi-tasking spell. Gotta heal a character? Go ahead! Need to replenish troops in a unit? No problem! Want to CREATE a new unit for a flank charge or to contest/hold a table quarter? The Invocation can do it all! Perhaps best of all, it's always available to any of your wizards as it's the first spell on the list. My greatest use from this spell, however, is the creation of new units. Whether you're luring some frothing frenzied units away from the battle line or setting up a flank charge where none existed before, at least two of your characters should have this spell in every battle. (I personally give it to every character capable of casting spells). The best part of creating a new unit? Only the initial batch counts for VP purposes; thus you can raise a unit of five zombies, and then feverishly increase their size to your heart's content and their value will never go above 30 points. Oh, and I always recommend raising zombies as a new unit as they're easier and you have less of a chance of blowing it; on that note, always go for the mid-level casting for the near-guarantee of successfully raising the 5-model minimum. Hand of Dust - while not as useful on a vampire (they kill well enough on their own), this can be a nasty surprise your necromancer delivers as a last resort (or if he's caught in combat). Otherwise, this is the least useful spell for my type of army. Hellish Vigor - great for our low Initiative (I) troopers in protracted combats. Or for our great-weapon wielding vampires. Of course, allowing misses to be re-rolled is useful even if you're going first anyhow (against Empire Greatswords, e.g.). Gaze of Nagash - a great magic missile; above average in power, number of hits, and range. Cast on an 8+, it's not impossible for your necromancer to toss two dice and deliver some extra punch. Vanhel's Dance Macabre - an extra move spell coupled with a newly raised unit has obvious advantages. Or, if you miscalculate a charge and are off an inch or two, how about trying it again? Heck, you get to move (not march) an extra 8" which means you can turn and do all sorts of shifting that mere mortals who are still alive cannot do! (Remember, marchers cannot normally turn or reform, but with this spell, you can). Curse of Years - a great scare tactic. Cast this one early in the game and draw out dispel scrolls. If you do manage to get it off, make sure you leave it around for a bit as it only gets better the longer it stays in play. (To that end, make sure it's the last spell cast by that wizard so you don't lose his other beneficial spells). Next: Magic Items | |
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