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Old November 16th, 2008, 16:52   #3 (permalink)
farmergiles65
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Good tactica and one we need, though I might just voice three opinions.

(1) Don't underestimate the black coach. I use it in every game and most of the time it comes up trumps. With the constant sucking of power dice it quickly gets to that uber stage of been ethereal at which point its just plain nasty. My last battle had it own a unit of chaos warriors. Yes STR 7 hurts it, but its got a good ward save should they arise and if they are likely to cause issues, simply avoid them or concentrate your initial damage on that unit. If its warmachines you got fell bats and cairn wraiths for that.

(2) I like the two last spells in the vampire list. Wind of Undeath particularly as if the opponent has a lot of units which most of the time they do, then thats a lot of rolls and potentially 2-3 spirit hosts. That spell just got you 130-195 points of ethereal units whilst dealing damage to the enemy. And dealing wounds to lone characters and rare choices (chaos spawns and dragon ogre in last game) is always nice when its tough to do it normally. Summon Undead Horde, granted the zombie part isn't brilliant but at least with 4 dice its generally reliable to get the spell off than hoping for a 5+, then lots of 4+'s. I like it most for the 3D6 wounds spread around part. Perfect for healing characters, knights, grave guard etc to a decent level and then just topping up your other units.

(3) I find dire wolves to be ...........well plain dire! Fast movement is all well and all but they can't win a battle against anything other than a petty war machine crew and even then they can easily mess it up. Other flanking units from the enemy will mince these alive not giving you much chance to get into a decent position for march blocking, etc. I personally find ethereal units to fulfill this better, failing that use fell bats which at least can fly.
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