Posted 22 September 2009 - 10:50 AM
Nefsokar Warband Breakdown:
I break Nefsokar down to two flavors which are the undead/awakened (Hand of Sokar doctrine) and the Mehet Hesep faithful (People of the Desert Wind doctrine).
This faction breakdown focuses on the Hand of Sokar brand of Nefsokar, my personal army preferrence. The bent towards Divine Tome Spellcasters makes buffing spells very important to fine-tuning one's army. Many of the leaders have access to the Divine Tome which should be accessed liberally throughout any combat.
Infantry:
Line - Your line keeps your opponent's resources tied up, while spell casters, solos, leaders and elites dish the real pain. The blessing spell is so good as is, but it's critical with Infantry. I keep my Line models buffed with blessing for as long as possible during combat - it makes the Tough/x SA so annoying and reliable, your opponent will weep from repeated, wasted kill rolls.
Awakened Mummy (18pts): Very cheap; MAV of 4 with 2 MA for the cost is strong and gives you the cost advantage in most one-on-one soldier fights. Add to that the Mindless, Tough/0 and Undead SA's and this is a resistant front line staple of fodder for your ranks. While they go down fast, they make excellent swarm troops when taking advantage of the support rule and being recipients of the blessing spell (2 MA's at MAV 6 will hurt bad and cost you little in total points). I find that if I run about 6-9 of these models in a blessed troop, their tough SA gets utilized nicely.
Tomb Guard (48pts): Very expensive; 30 more points than a Mummy and the same close combat statistics, so what makes them any good? Staying power. Tomb Guards have 3 damage tracks, Deflect/2 (DV 13 vs. ranged) and Tough/2, making them a great choice if you're facing significant ranged forces or mobs. Playing about four of these seems the sweet spot; too many more than this and you risk losing a lot of points quickly to well-placed AoE spells or specialty ranged units with sharpshooter.
Specialty -
Annubis Guard (32pts): The strength of this unit is deploying them via spellcaster(s) concurrent with engaging combat with units from the same troop. For the cost, I would recommend only having a couple of these units to assist in round two engagement in a specific role. Bring your troop to bear on tough opponent units, summon the AG, who can provoke, resist some enemy SAs via construct and elimination via DR/1; your remaining forces should inflict heavy casualities, while the AG absorb retaliatory strikes.
Support -
Daughter of Sekhmet (25pts): For the cost, filling the line with this unit might not be a bad option; for my taste though, I prefer this unit in a support role. DR/1, Pike, Reach, Deflect/1 and some immunities with a MAV of 5 - Wow! The Daughters make excellent support units and cleaners in rounds three-four.
Casters:
Support/Buffer -
Fatima (64pts): With access to a couple castings of resurrection and buffing, Fatima is an auto-include in all my Nefsokar builds. She is very versitile, especially if you only reserve one casting of resurrection allowing for more healing and blessing spells. Keep her way in the back of the ranks - she doesn't need to be anywhere near the fight. I rarely move her more than 6 inches from her starting position from beginning to end of the game. If she's vulnerable to assassination, consider buffing her with stone skin if you've brought a caster with the incantation tome with your troops. One tactic with Fatima that I will use if I suspect it's going to be too much work to protect her from an efficient, mobile assassin is to cast resurrection early on in the game. For example: recklessly throw out a combat leader, like Khufu, as bait to draw the enemy, let him get eliminated while you manuever with other units, then resurrect him in the second or third round.
Thoth (77pts): I vascilate on this model. I think it's a finesse piece and is hard to play in order to extract his point value. I'm not sure I'm a good enough player yet to really get his value, but his staying power coupled with access to wall of stone as a defensive spell, and buffing capabilities makes me think he has a place in the right army build.
Sokar's Prophet (45pts): Part Death's River and other Divine Tome buffing spells makes this model hard not to include. For those who like tactical strikes as part of the game, Sokar's Prophet is a necessary component for mobility and augmenting stats.
Netikerti (53pts): Tactical utility via Incantation Tome along with being one of the few units in the game that can cast summon spectral minions, makes Netikerti a sexy choice. That said, I'm not a fan of the Death Tome, outside the summoning spell and find Netikerti a tad bit expensive for my playing preferrences. If the spectral minions can bog down a powerful enemy though, she becomes worth including…but this is usually hindsight not foresight.
Solos:
Tank -
Avatar of Sokar (198pts): One of the most aggressively costed units in the game. The Avatar is a killing machine that requires a tremendous amount of resources to take down. You should have Fatima in your warband as well - making this one-two combo absolutely terrifying to face. I don't think it's a fun combo in 500pt games, as it's unbalanced and unfun (for your opponent), but in 1000pt+ games, the Avatar and Fatima are the core of any Nefsokar warband that's seriously looking to win games.
Assassin -
Giant Scorpion (84pts): Begin the game burrowed (or summon as burrowed later in the game) and go get the expensive caster or leader in your enemy's warband. Hardy, accurate and disabling, the Giant Scorpion is a precision tool.
Khathan (87pts): Very difficult and risky to use, Khathan is fragile and expensive. If you miss with a bow shot, she could wind up dead the following round and you're out close to 90pts. I haven't been able to skilfully use her well, but for a more experienced player she might come in handy.
Specialist -
Efreeti Emir (84pts): If you face a lot of Inferno Tome, Maladorn or Overlord playing opponents, the Efreeti is a good choice. He's cheaper than a lot of the other incinerating troops in the game and can help neutralize a more costly threat on the board.
Dust Devil (69pts): With its mobility and SAs, the Dust Devil can play the role of assassin or fodder buster. Base as many cheap units as you can and go frenzy with 8 attacks (albeit at MAV of 1). Very fragile, the Dust Devil's strength is in it's incredible mobility - use it wisely and time your engagement, as it likely won't live out any attack it participates in.