- Necropolis Knights/Stalkers
They've got 5 wounds a piece which is pretty standard backed up with a 5+ save which increases to 4+ when in combat thanks for their shields so whilst out of combat they can take far more damage. Its worth noting as well they should be getting at least another 6+ save (or 5+ depending) thanks to the Deathless Minions battle trait and yes they should be within 10” of a Tomb King hero. One saving grace that Necropolis Knights have over most other counter parts however is the ability to return models to the fight which is done in a number of ways.
In each hero phase the Icon Bearer returns a single fallen model back to the unit so always get rid of the plebs first, then the musician, the champion, before the last member being the icon bearer of the unit dies. Secondly for a piddly casting value of 5 you can reanimate a model into the unit provided a Liche Priest is within 18”. Another method is by running a Tomb Herald and planting the standard of undying legion once the Knights get into combat as this will once again return a slain model within 24”. Lastly at least to my knowledge another way is by running a character with the Tomb Blade who can then heal the unit close by to him.
When you step back and examine the options above you can see right away how this unit has the ability to soak 10-15 wounds assuming it's a 6 strong unit and then literally bounce back after healing 2-3 models which isn't unrealistic at all. If I was facing that I'd be pulling what little hair still remains on my head out in frustration.
On the offensive side they're not bad at all. The knights themselves are hitting on a 3+ and the serpents on a 4+ which of course can be boosted to +1 to hit under a Tomb King's command ability nearby which I've witnessed first hand just turn them into hand blenders. The venom of the serpents however comes with a nifty rule stacking up mortal wounds if a 6 is rolled on top of the normal damage which is handy to remember and D3 wounds is fantastic.
Once again it seems the overall theme of the Tomb Kings is that synergy is key to overall success. They don't necessarily have the hitting power to go one on one with enemy units and their strengths really start to shine and unlock when used in unison and mutually supportive roles with one another.
Yes Knights are great on their own however if a King/Liche Priest is nearby then they become amazing which is really starting to sound similar to how they operated in 8th edition interestingly enough.
I'm going to be running Knight blocks 6 models strong in future games however I can also see the value in running several smaller groups of 3 all with Icon Bearers and a Tomb Herald nearby to plant down the standard in order to restore fallen models whilst the battle rages on but for me I don't think I have the finesse just yet or experience in Age of Sigmar to pull that off and a unit of 6 allows me to soak some casualties with confidence I'll be able to bounce back with vengeance.
As explained above the +1 to hit/run/charge rolls goes a long way for both the riders and mounts but it's an extra 100 point investment into the unit which nearly pays for a third of another unit.
+1 to wound for not only a single unit of Necropolis Knights but whatever Deathrattle unit is attacking the target is sure to leave a dent in the opponents battle line and chance are if said Royal Warsphinx is in the mix with the Knights then a red paste will probably become evident as to where the enemy force was.
He heals damage but also mystic shield means their save in combat is boosted to a 3+ making them even more survivable. Righteous Smiting can also produce some more attacks.
Movement as explained above but also re-rolling wounds of a 1 if within 8” so a little perk which as you can say if combined with the Royal Warsphinx there probably won't be many 1's coming up on the second roll.
Standard of Undying Legion explained above. Stick him on a steed and keep him close.
Of course save the best till last. For an extra 20 points from a Royal Warsphinx you can have a/all units of Knights within 18” of Settra not only gain +1 to hit but also +1 to wound. So suddenly they go to hitting and wounding on a 2+ which is pretty amazing – just don't kneel. Also timely incantation and the Knights are now zooming across the table at a warp speed of 16" and flying slamming then right into the heart of the enemy.
Thanks for reading.