The One Ring
http://wwww.one-ring.co.uk/

The Necromancer: Ideas on How to Make Him Work
http://wwww.one-ring.co.uk/viewtopic.php?f=37&t=27071
Page 1 of 1

Author:  LithiumBurn5 [ Wed Dec 18, 2013 5:31 pm ]
Post subject:  The Necromancer: Ideas on How to Make Him Work

I was wondering what people thought about how to building a list around the Necromancer! So he's pretty pricey, so I may want some cheaper troops and heroes around him. That being said, I want to keep him away from combat and using his spells to turn the battle.

He ca upgrade your orcs and your orc captains so i figure I want some of those. With The Hobbit supports can lend their Fight value. Keeping that in mind I think a stronger and more defensive Morannon supported by the higher Fight value orc could do rather well. I know that the two of them together aren't exactly cheap but I hope they are effective.

I like Morannon Orc captains and generally if I use orc captains they are Grishnâk or Gorbag. A few extra points for the extra Might has been worth it and I have the models for them. Should I use the upgrade orc captains and replace the extra Might with higher F/S?

I haven't used archers often, especially as I can no longer volley, but would the Shoot value make them worth it? Hardly what we would call 'good' but better than usual.

Could I make a decent force based off Necromancer, a couple upgraded captains and a few warbands of orcs and Morannon or should I find a way to throw in a troll for some extra punch. I love Nazgûl, but I'm not sure how needed they are with their boss on the field.

Author:  Galanur [ Wed Dec 18, 2013 6:02 pm ]
Post subject:  Re: The Necromancer: Ideas on How to Make Him Work

this deserves a long explanation combining whats best with the necromancer, hes a tricky model you know, but takes huge effect is you affect your oponent psycology, other creatures that favour on his eyes and help you out are the dead things or animals that can debuff stuff around like bats, spiders, specters, shades, barrow wights and all sorts of non directly dmg affecting things, as for the rest I would give cannon fodder, hordes of orcs, shooting is bad already so meh I dont think you really need it unless you wanna keep it themed**

Author:  Bernardo [ Wed Dec 18, 2013 8:03 pm ]
Post subject:  Re: The Necromancer: Ideas on How to Make Him Work

The first thing I would say is: take the dark lord sauron!
He is way better at everything.
Then, to earn these guys cost back, take a taskmaster.
Drop some channeled chill souls(hits on every model within 3") on strategic places,
and you will decimate your enemy before he gets to you.
That will give you an amazing advantage,
because your oponent will not hold back and shoot.

Author:  Manadar [ Wed Dec 18, 2013 8:12 pm ]
Post subject:  Re: The Necromancer: Ideas on How to Make Him Work

Use a maximum of channelled chilled soul. It really is impressive how much damage it does when your opponent don't expect it.

Author:  Reto [ Tue Dec 24, 2013 9:33 am ]
Post subject:  Re: The Necromancer: Ideas on How to Make Him Work

Bernardo wrote:
The first thing I would say is: take the dark lord sauron!
He is way better at everything.
Then, to earn these guys cost back, take a taskmaster.
Drop some channeled chill souls(hits on every model within 3") on strategic places,
and you will decimate your enemy before he gets to you.
That will give you an amazing advantage,
because your oponent will not hold back and shoot.


I've seen this one before :-D .

Page 1 of 1 All times are UTC
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/