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Grave Robbers *(Necro) I'll position them in front of hindering to use mindsifters to full ability)
Zombie Baron(Power House + Magic Levatation to move em' in)
Detnating Zombies(Shockwave after levatated)
Coruppeted Preist (heals + gives zombies 17 defense)
2 *** mind sifters (to make oppents stay away from the grave robbers with a range of 10 inches)
Only problem is with the points without the det. zombies it comes out to 252 any suggestions?
This isn't one of those cases that you SAY that you're gonna play the figure then get cold feet at the last second because you realize that a grave robber could do the same job for a lot less points, is it?
Usually, I use a grave robber ** for my necro engine. One reason being, grave robber is a magnet for harrasser and it has to take damage when base and somehow survive. The blue-GR (16 pts) can survive 4 damage or the red-GR (19 pts ) can survive 5 damage with an extra slot necro SA.
You need someone to protect the Baron from being overwhelmed by swarm. Rammer is good body guard but a charger is better. Nightmare Reaper is a good charger. Since it has toughness on the 1st slot, it may also protect the Baron from ram as well.
Levitation is a good defense SA but you can only lev 1 figure at a time. If swarmed by 2 or more figs Baron would have a problem. If the Baron is based by a Magic Immune figs, lev won't work at all.
Detonating Zombie ** is a good choice. But in Necromancy army, you must always have a Skeleton, a weak one is good, 1 or 2 of them is sufficient. Throwing DZ is pretty expensive for 21 pts so better throw a skeleton first which is cheap at 10 pts.
Zombie Baron, Corrupted Priest, and Nightmare Reaper may move as 1st formation. Grave robber, zombie hound, and detonating zombie can move for the 2nd formation. And so on.
I don't want to cramp your playing style but the above-mentioned army is just as an example.