Sie sind auf Seite 1von 4

Lords:

High Queen Khalida (Blue): High Queen Khalida is more an army build than an
actual character. With her Blessing of Asaph special rule, any unit she joins uses her
Ballistic Skill 3 instead of their own, and their shooting attacks become poisonous.
Khalida is most effective when shes deployed in a unit of 30-60 Skeletal Archers.
With the Blessing, the Archers rain down devastation upon their enemies. When
combined with Ptras Incantation of Righteous Smiting, her Archers unleash a
nightmarish hellfire upon the battlefield. Imagine 60 - 120 poisonous arrows that
always hit on a 4+, with a third of the hits automatically wounding. Though the
Blessing of Asaph is what Khalida is best known for, she is quite formidable on her
own. With a profile similar to a Vampire Lord, Always Strike First and Poisonous
Attacks, High Queen Khalida can deal with many threats to herself and her unit. Her
major weakness however is she has no real armor or ward save, so protect her well.
When not in combat, her Venom Staff can unleash a powerful bound magic missile
that deals 2d6 Strength 4 hits. Many players are inclined to have Khalida and her
unit of Archers sit back and fire all game. But what makes her so powerful is tactical
shifting between defensive and offensive play. Arrows of Asaph dont care about
modifiers for cover or moving. You can field Khalida and a couple large units of
Skeleton Archers. Early game, Khalidas unit softens the primary targets while the
secondary archers remove chaff. All the while, Khalida targets lingering support
units with her bound spell. As the archer units maneuver and advance, they
eventual swift reform into buses to support close combat once shooting is no longer
needed, with Khalida herself fighting in the frontline. This style of army is well
supported by a High Liche Priest with the Lore of Nehekhara or a Vampire Lord with
the Lore of Vampires or Shadows. Tomb Princes also provide My Will Be Done,
boosting the Skeleton Archers Weapon Skill in close combat.
Tomb King (Green): Although a bit overpriced for what they do, Tomb Kings can
take some serious punishment. Because they are Flammable, the Dragon Bane Gem
or Dragonhelm is a smart idea on these guys. Give them a shield and Armour of
Destiny or Talisman of Perseverance, and Tomb Kings become nigh imperishable.
With their remaining points, Tomb Kings can be armed with a Magic Weapon and
deal some real damage. When using a Tomb King, you want to make good use of My
Will Be Done. Any undead unit they join use the Tomb Kings Weapon Skill 6 in place
of their own. This is ideal in a unit of Grave Guard with the Banner of the Barrows,
but My Will Be Done grants a hefty boost to any unit the Tomb King joins whether on
foot or in a chariot.
Liche High Priest (Blue): Though 10 points more than a Master Necromancer, a
High Liche Priest is ideal if you want to use either Lore of Nehekhara or Lore of
Light. The High Liche Priest can also access the Tomb Kings magic items and is the
best candidate for Golden Death Mask of Kharnut, Cloak of the Dunes or Neferras
Scroll of Might Incantations. With easy access to both High Liche Priests and Liche
Priests, Undead Legions also can field an effective Light Council army build. If you

dont need any of these options, a Master Necromancer or Vampire Lord is a better
choice.
Heroes:
Prince Apophas (Green): One of the stranger Special Characters in Warhammer,
Prince Apophas doesnt completely play like his backstory describes. He is depicted
as a tortured soul sentenced to death for betraying and murdering his family. Upon
death, Apophas makes an unattainable pact with Usirian to hunt down and slay
equivalent souls to replace his own in the underworld. You would think his profile
and special rules would reflect this undead assassin role more. Although Prince
Apophas picks a target character when he appears and can reroll To Hit and To
Wound rolls against them, he doesnt have any tools for dealing with high
Toughness or Saving Throws. This makes him excellent at hunting Wizards and
Battle Standard Bearers, but against most other characters does little else. What
hes capable of is still interesting. Between Entombed Beneath the Sands and Fly,
Prince Apophas can appear and threaten anywhere on the battlefield. With his
Weapon Skill and Strength of 4 and his 5 Attacks, Apophas is fairly effective against
rank and file, some monsters and most war machines. His Strength 2 Breath
Weapon isnt impressive, but can easily turn a combat or do chaff removal
unexpectedly and with Regeneration and 4 Wounds, he is fairly hard to kill and good
at pinning units in place. Though he requires some smart deployment and
maneuvering, Prince Apophas can do a variety of these guerilla tactics, many of
them all in one game, making him a multi-threat capable of disrupting battlelines.
To top it all off, when he finally dies, all enemy units within 2d6 take 2d6 Strength 2
hits as he dramatically explodes into a swarm of flesh-eating scarabs.
Tomb Prince (Blue): Tomb Princes pack a lot of punch into such an affordable
package. With great survivability, decent stats and the Curse, a Tomb Prince is
formidable on his own. Equipped with Armour of Silvered Steel and a Great Weapon,
a Tomb Prince has both great protection and powerful offense. But as if that wasnt
enough, My Will Be Done makes any undead unit he joins fight with his Weapon Skill
of 5! With Tomb Princes being fairly cheap, you can affordably put a few throughout
your army, granting their WS into your units of Ghouls, Grave Guard, Skeleton
Warriors and their like, including any characters (such as Cairn Wraiths or Wight
Kings) who have joined his unit too. Unfortunately, Tomb Princes cant be mounted
on Skeletal Steeds, which makes them joining cavalry units impractical. A Tomb
Prince can be mounted on a Chariot though, giving a solid boost to your Skeleton
Chariots and letting your Tomb Prince ride in style.
Tomb Herald (Yellow): In most cases, you are better off taking a Wight King. For
25 points more, the Wight King gains a point of Toughness, Leadership and an extra
Wound. The Wight King also has access to better equipment and magic items (such
as Nightshroud). Still, that doesnt mean the Tomb Herald is useless. He is a cheap
way to get Killing Blow into your army and (when properly equipped) is a frightening
challenger in whatever unit he joins. Where the Tomb Herald shines best though is
as a Battle Standard Bearer. With Standard of the Undying Legion (and some cases

a Skeletal Steed), the Tomb Herald can join units like Ghouls, Grave Guard, Black
Knights, Crypt Horrors or Morghasts, providing a decent boost to the units
survivability. The Tomb Herald is also the only way to get Banner of the Hidden
Dead, and though not advised normally, the banner does offer some interesting
tactics that wouldnt be available otherwise.
Liche Priest (Green): Liche Priests give our armies easy access to Lore of
Nehekhara and Lore of Light. Considering Light Council is one of the more
competitive magic builds, Liche Priests can provide a lot of power to Undead
Legions. Beyond that, Necromancers are a better choice as they have far better
army-specific Arcane Items, such as Cursed Book and Book of Arkhan.
Necrotect (Green): Necrotects are interesting because any unit they join gains
Hatred. This works well in Crypt Ghouls (granting more poisonous attacks) or
infantry units with vampire blenders, especially if the vampires dont have re-rolls
(such as a Great Weapon with Quickblood). Necrotects are mediocre fighters with
only Toughness 4 and 2 Wounds. So a smart opponent will target then to get rid of
the Hatred they are granting your units. To keep them alive, invest in some
defensive magic items. But their hatred gives them re-rolls, which makes arming
them decently worthwhile. The inexpensive but effective magic items work the best
when you need both offensive and defensive boosts. Fencers Blades, Sword of AntiHeroes, Sword of Might, Sword of Battle, Dragonhelm, Enchanted Shield, Charmed
Shield, Talisman of Endurance and Opal Amulet are all ideal choices. Just combine
the best weapon, armor and talisman to fit the Necrotects intended role and the
risk hell face in your army.
Tomb Kings Mounts for Characters
Skeletal Steed (Yellow): Only usable by a High Liche Priest, Liche Priest and Tomb
Herald. More often than not, these mounts offer little benefit. They are worthwhile if
you are using Skeleton Horsemen or Horse Archers as bunkers or needing liches
tagging along with your vampires in a Black Knight bus.
Khemrian Warsphinx (Yellow): You can put a Tomb King or Prince on a
Warsphinx, but that doesnt mean you should. If you run a sphinx heavy army, it is a
way to get more Warsphinxes in without compromising your other Special choices.
Also, having your general on a Warsphinx increases his Inspiring Presence to 18,
which is nice, just not that important in an undead army. But with how vulnerable a
mounted character are when the cannonballs start flying, the risk of mounting your
kings and princes often outweighs the reward.
Skeleton Chariot (Green): Having a well-armed Tomb King or Prince with My Will
Be Done in a large Skeleton Chariot unit is fairly powerful. They turn a decent unit
into a terrifying hammer that can do damage beyond the turn it charged. Tomb
Heralds arent as good, but they are the only way to get certain banners into the
Skeleton Chariots unit.

Das könnte Ihnen auch gefallen