Written by: Carnifexus Tomb Kings vs Vampire Counts Sticks and Stones will break there Bones
Perhaps our most hated enemy, the vampire counts suffer alot of the same disadvantages and advantages that we do, however their tactics and army differ greatly. Unit Comparison and Strengths Tomb Kings Core: Skeleton Warriors:
The backbone of our force these are almost the same core unit for each side, However we have the ability to be archers as well as hand weapon shield and our light armor upgrade costs less. This is counted by there ability to raise more skeletons than us and more than the force started with.
Archers are great at taking out ghouls and bats and dogs. Once these prime targets are removed, limiting the VC's tactical abilities, these can be used to whittle down the rank and file though to a much lesser extent. (good against zombies) Light Horsemen
Because you are fighting undead the limited abilities of these models become even worse. I cannot think of a reason to take these guys Heavy Horsemen
Because you are fighting undead the limited abilities of these models become even worse. While they can still be used on the flank chariots fulfill this role much better. Tomb Swarm
The normal targets for tomb swarms just don't exist in the VC's army and the need to hold units in place is almost non existent again not a great choice against this army. Chariots
Owing to the need to keep the general in 12" range to allow the army to move with any sort of purpose VC's often have a flank and this can be used to great effect.
Run in groups of 3 but be wary of spirit hosts as they could tie your chariots up indefinitely. The chariots are also very susceptible to side charges so don't let fast moving units flank you. Special Units Tomb Guard
Better than the average skeleton and with magical attacks and killing blow these guys are particularly good against VC's in particular the generals unit (nothing like killing blow to start the crumble). Be careful up against your polar opposites Grave guard as while they cannot be raised for the same points they get a 3+ save instead of a 4+. Remember to raise your guys or give yourself a banner of something cool to give you an advantage. Ushabti
Great against blocks of Skellies, Zombies or black knights as long as you get the charge (on the knights). These guys negate most of the armour saves and in a group of four will generally do enough damage to knock out the standing combat resolution of 5, (they absolutely trash the knights) Carrion
Not the greatest due to the lack of war machines, with the inability to make anything run away, the best use is as a necro hunter send out as a pack of 3 (only 2 will fight the necro due to base size) and hope you kill him in the first turn of combat. Tomb Scorpion
While there are no war machines to punish or really a need to hold a block of skellies up the tomb scorpions once again prove there versatility in being a character killer. Particularly excellent against the general, generally i would suggest starting these guys in your lines and just charging straight at the generals unit prey for the killing blow and watch the crumble begin. Rare Screaming Skull Catapult
while there is no need for the skulls of the foe upgrade. The slow speed of the opposition army and lack of any war machines themselves will allow you to whittle down the numbers while they get close. Bone Giant
Not the Best choice against other Undead while he is still good at negating ranks and charging from the side he generally won't cause enough damage to make it worth his while. He is better at taking out the more expensive units, however he could die to couple of spirit hosts. Generally there are better options out there. Casket of Souls
While VC's can be known for there mass units of skellies and zombies they have a few tactical units with not many guys in them and low leadership. Not to mention all the groups they can raise 18" away from the wizard. The casket is valuable as it will eat up scrolls and dice early on in the game and the -1 to casting will help you defend against what is really a very strong magic army. Remember ghouls fear the casket and have low leadership. Vampire Counts Core: Skeletons
While almost exactly the same as your skeles they are easier to raise. Try and use flank charges so you can wipe them out as quick as possible, slow moving tactically they are just rank and file to us. Zombies
Lose all there advantages over skellies except as a speed bump. There ability to be raised faster may be used to keep a good unit in combat indefinitely, so set up your flank charges not a single unit should fear these guys in combat. Ghouls
In an undead vs undead world ghouls are alive and therefore don't have to hold against a charge. They are also relatively tough however they have no armor but do wield poison. Use archers against them don't use big tough monsters like your Giant, Ushabti or Scorpions. Bat Swarm
with a limited move these guys often occupy a flank but are great archer fodder and really should pose no threat to most of your units. Don't let them get a flank charge on a chariot unit though as they could hold these guys up. Dire Wolves
Great at knocking out archers or your war machines they get a bonus strength on the charge and have a huge charge range at 18", they don't wear armor and have toughness 3, just turn them into pin cushions on turn 1. Special Units: Grave Guard
Like our tomb guard but with a better save its best to use the SSC to soften these guys up before removing them with a frontal charge support by chariots in the side. Black Knights
While not as effective against us as against some armies they do have relatively good move and can be used to try and flank charge they are also not bad solo against smaller units of skeles and bowmen. To combat get the charge on them with ushabti or chariots though preferably Ushabti. Fell bat
Fast and relative good, You won't want to leave your heirophant about with these guys.(that goes for the dogs too). A targeted attack could easily see you start to crumble. Use arrows to keep their numbers low. Fly carrion into them to keep them occupied. or just run away using your cloak of the dunes. Also good at taking out the war machines.
Spirit Host
Being ethereal allows them to target your more dangerous units the Ushabti/ Giant and hold them in place for great lengths of time. Make sure you take a chariot of fire, or use tomb guard or your SSC to remove them. Failing that if you can run a block of skeles in there and hope they crumble on your static combat resolution. Rare Banshee
WE ARE IMMUNE, if you see one just laugh and ignore it Black Coach
He spent an awful lot of points on this use a SSC to remove it from the game, failing that a tomb king with a great weapon or destroyer of eternity. Its not really that scary unless you don't kill it early and allow it to get your flank in all sorts of bother. Magic
Generally both races are good at casting and poor defensively Tomb King
make sure you use as many of his scrolls up as soon as possible so that you can make all your important charges. Don't leave chariots to just use there princes spell, take a priest with a jar and cloak to guarantee charges.
Getting double shots with SSC will help whittle him down and generally he will dispel this with quiet abandon.
Make sure you concentrate on getting the charge with your units, because our units are so similar its important to take every advantage possible. Vampire Counts Invocation of Nehek (1, 3+/7+/11+)
Raises basic skellies or zombies unlike us this is all that can be raised however they are more effective than us at raising. Don't let him create new units near your lines as he may prevent you getting that flank charge you need to win the combat. Hand of Dust (2, 7+)
A character killer, its unlikely he will keep this vs us as none of our characters are really that scary to warrant it. Hellish Vigour (3, 7+)
Allows the unit to attack first (includes Zombies). Not particularly useful unless he losing a combat as both sides have the same initiative.
Gaze of Nagash (4, 8+)
Standard Magic missile dispel if at all possible if not raise the dead. Vanhel's Danse Macabre (5, 9+)
Gives them an 8" charge, watch this as it is dangerous allowing them to get the charge. Whoever gets the charge in a skelly on skelly fight generally wins it. Curse of years (6, 10+)
Useful for killing units, reasonably hard to dispel, worth the dispel scroll to remove it from effecting you, unless you have enkhils. Heroes
Generally they are better in close combat than our heroes, while we provide a greater tactical nouse. Just be careful of the zombie dragon however if you see one try to killing blow the character or dropping a catapult shot onto him, arrows may also be an option though a poor one.
There greatest weakness and strength is there general. A central tactic is to charge scorpions or tomb guard into combat against his general so as to kill him with killing blow.
Also try to take out his mages as soon as possible which will allow you to maximise your magic phase. Be careful to screen your hierophant from dogs and bats so that they don’t use the tactic against you. Tactics Gain the Flank
He will want to keep within 12" of the general which generally means he'll be bunched in the middle with maybe a couple of weak flanks, make sure you take some magic users with you to keep the spirit hosts from holding his flank. Chariots work wonders against VC's
Shoot him to death
He has no shooting let him come to you slowly while whittling him down. Character Assassination
Use Scorpions to Character Assassinate the General if you can pull this off you have won. Make sure to protect your own heirophant. Also you will find that his characters sit back to avoid the Killing Blow that a couple of our guys have let him sit back as he needs characters to turn the tide of his war.
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