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Tactica: Necropolis Knights

31/8/2016

2 Comments

 
Picture
Pretty yet dangerous....
Long ago in the dusty halls of 8th edition I wrote a tactical article on this very subject.  Even though my adventures in Age of Sigmar are still only very early days if there is one thing that it has already taught me it is that Necropolis Knights are still my favourite unit in the Tomb Kings arsenal and by the end of this article you'll have a deeper understanding as to why they should be included in every Tomb Kings list but also if you find yourself opposite them, have a very solid plan to take them out.

Snakes Alive!

With a movement of 8” the Knights are ranked in a tied position for the 4th fastest unit available to us (and I talk only a pure Tomb Kings list).  With a nearby Necrotect however they can push out to 11” movement for a turn at least.
  1. Necrosphinx
  2. Carrion
  3. Chariots
  4. 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.

Unit Combinations

Some noteworthy combinations with command abilities and other abilities are as follows using a unit of 6 Knights as a base:

Tomb King

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.

Royal Warsphinx

+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.

Liche Priest

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.

Necrotect

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.

Tomb Herald

Standard of Undying Legion explained above. Stick him on a steed and keep him close.

Settra

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.

Conclusion

For 320 points you get 30 wounds, an Icon Bearer which can heal 5 wounds worth of model each hero phase and when carefully selected with other units in the army easily turn into buzz saw's capable of removing large chunks of the enemy army whilst seemingly taking little damage in return.   I hope this article has inspired you to get tomb deep into the Necropolis Knights as I am and I'd love to hear your experiences, what has worked for you and even if you face them across the other side of the table what are your keys to dealing with them.

Thanks for reading.
2 Comments
Malisteen link
31/8/2016 22:34:07

Don't forget that the effects of multiple heralds stack, or that settra's command ability can be combines with the effects of other mummy command abilities (tomb king, royal warsphinx).

Also, remember that bonuses on to wound rolls (settra, royal warsphinx) also increase the probability of triggering the mortal wounds ability of the snakes.

Also also, while it may be breaking the 'tomb kings' theme somewhat, having a necromancer around to cast vanhels will outright double their melee output.


Necropolis knights are, point for point, one of the best units in the Death Alliance on their own. Properly supported, they're arguably the strongest unit in the game. The only real question is how to field them - more smaller units, or fewer big ones? For instance, let's say you're fielding 12. Do you field four units of 3, or two of 6? Age of Sigmar matched play games are often decided by objectives, and having more units to pursue different objectives can be better. More units also maximizes the potential healing from the unit banners. Those units are more likely to be wiped out, but they're also more likely to waste some of the opponent's damage output on overkill, especially considering the possibility of double turns. And just a single herald is enough to get any of the units with even one model left back to full strength during each of your turns.

On the other hand, larger units are more likely to survive long enough to get to heal, though if they die it's a much bigger loss. They also benefit more from single-target buffs, like the command abilities of vampires, wight kings, or tomb kings; or the spells of necromancers or lich priests. And they concentrate their attacks more in close combat, your less likely to lose models before they get to swing.

IMO the larger units are probably better, though frankly necroknights are so good in Age of Sigmar, especially in matched play where the General's Handbook writers severely misjudged their points cost (a unit of three could be 60 points more and they'd still be good), that I'd personally feel bad spamming them too much, and would generally opt to limit myself to 6 at most in 2k games, or only 3 in 1k games.

Reply
Jimmy link
1/9/2016 07:02:33

Hey Malisteen thanks for dropping by and sharing that good chunk of knowledge.

Indeed you're right about that aspect of Settra I didn't mention making them even more razor sharp.

It is an interesting debate on the unit sizes as you bring up but I guess if you've built your army to include perhaps small units of Skeleton Horseman to capture objectives once the Necropolis Knights roll through and clean house one would think you've planned accordingly. Even though you mention you feel having 12 snakes in a 2k game is somewhat over powered I'm still going to try it as it was my go-to list in 8th edition.

Thanks for your comments sir.

Reply



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    Hardcore war gamer at heart and a huge fan of tabletop games. I use any excuse to get my family involved.  Join me as I play and review games while trying not to epically fail.

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