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DC Midnight Watchers

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Post by Guest Sun Jul 07, 2013 5:00 am

DC Midnight Watchers

Hi guys, hoping for some constructive feeds to improve this army for our pure faction wars

500 points pure Dark Crusader army

8 standard skull golems
1 standard deathsinger
Flayer with stormwall
Tough Blood Priestess with Tome of brass
Spells: Circle of wraiths, Death throes, Taste of blood
Midnight Watch (AC)

Strategy is basic, skull golems will ram/surge/capture and eventually gains frenzy to auto eliminate. Flayer with stormwall to force the opponent to engage in melee combat. Taste of blood for vampirism to regain stats for surging if there's a need to do damage for the first 1st-2nd golems (to lower down defense) before attempting to surge/capture for the 3rd-4th golems. Death throes for pushing damage incase some of my figures are eliminated. Circle of wraiths to prevent my caster from being the target of close combat attacks. Deathsinger for revenant. Midnight watch will add 2 attack rating for capturing.

Let me know your thoughts!


Last edited by Kossak on Tue Sep 24, 2013 3:20 pm; edited 2 times in total

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Post by Guest Fri Sep 06, 2013 11:31 am

been reviewing dis concept its a wel though off army but im curious is der a caster n may revenant para multi purpose n ung caster.

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Post by Guest Fri Sep 13, 2013 5:26 am

Aearadon hehe!

Actually I have some upgrades on this... I forgot I even have this thread Smile

I'll post it some other time and maybe you guys can take a look.

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Post by Guest Fri Sep 13, 2013 10:32 am

will be looking in to it man Very Happy

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Post by Guest Wed Sep 18, 2013 2:12 am

Here's the updated version. Hoping for some insights Smile

499 points pure Dark Crusader army

7 standard skull golems
1 standard deathsinger
Flayer with stormwall
Standard Zombie Baron with Tome of brass
Spells: Circle of wraiths, Death throes, Taste of blood
Midnight Watch (AC)

The Faction Wars gave me a few things to consider in building a DC army and using them. If your army depends on spells, you have to effectively CAST it or you die on the battlefield Smile So with that being said, I upgraded the caster from a tough blood priestess to a standard zombie baron for additional casting rate. Other than that, Necromancy will play a big twist (always) in the latter stage of any DC game. Also this Baron has a 17 defense, 11 attack rate and 2-3 damage for close combat. Ghostform for easy break away and stealth and regeneration to survive longer in the battlefield in case he gets hammered by the enemy.

Now Flayer and the Skull Golems can switch from being defensive to offensive since they can leave Baron once the circle of wraiths is in place.

Let me know your thoughts!

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Post by Guest Wed Sep 18, 2013 8:41 am

the idea behind the army is to capture right???

is taste of blood really necessary man???

with regen y not try 2 squeeze in psychic ref tas circle of blood. for it to be more effective try to squeeze da vermillion hound combo just my thoughts Very Happy

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Post by Guest Thu Sep 19, 2013 7:31 am

the idea behind the army is to capture right???

is taste of blood really necessary man???
Sometimes there's this need to attack first and hurt them little by little (to lower down the defense) before attempting to capture. Taste of blood comes in handy to regain the original stats of the skull golems.

with regen y not try 2 squeeze in psychic ref tas circle of blood. for it to be more effective try to squeeze da vermillion hound combo just my thoughts
I don't have the crown Crying or Very sad 

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Post by Guest Thu Sep 19, 2013 8:31 am

i can lend u da crown man Very Happy

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Post by Admin Tue Oct 08, 2013 11:45 am

Crown is a good idea but it may take away the one strong factor of this army. That factor is the gang-up and swarm tactic that it chooses to employ. I wish I had that much and more of the skull golems too. They are cheap and quite consistent stat-wise.
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