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my friend at schol collect vampire counts and he has two of the vampire lords and every magic phase summons up somthing like 2 four plus d6 sqauds of undead at me after seing my friend who plays bretons being pulled apart by this tactic im wondering does anyon have any advice against vampire counts and this tactic. I was thinking using my slann with uranons thunderbolt trying to take out the lords early or using chameleon or normal skinks infiltrating with blowpipes but once they get on a roll the whole board fills with shambling corpses and i get bogged down taking out creatures which cost no pionts and which will only reappear next magic phase.
theyll kinda be like ogres, lots of real cheap spells and lots of dice, a salan with +1 to dispel would be very very nice, you should be able to out magic him too. You dont even need to focus a ton on offensive magic, just get as many dispel dice and bonuses you can and you can really shut down his army, especially because he likely has SO many points in characters that if you do shut down his magic he will be left high and dry.
If you go with saurus go with big honking units, also i dont believe poison affects him so maybe leave the skinks at home and go with salamanders, saurus, and magic. They often struggle to produce high strength attacks with people other than their lords (unless he has blood knights) and so maybe a carnosaur or stegadon would be a major pain in his side. Cram as many saurus as you can into the army in big blocks, and do your best to make them fear resistatn, or immune to psychology, combat res is KEY (war banner is your friend)
also it sounds like hes summoning a lot of zombie, these are guys that you DEFINATELY dont need to be too worried about, theyre HORRIBLE in combat and their only advantage is just being presesnt in HUGE numbers, if you can match up with them one on one in anything approaching even numbers youll win, heck you should be able to even take him with 10 saurus with standard and musician.... the big thing is theyre sinkholes unless you can slow up the magic or really wollup them in 1 turn because while they dont do anything to hurt you they never go away, avoid these with any expensive units, just hunt them with high CR core units
Last edited by beiltan2003; May 31st, 2008 at 05:10.
If you are willing to invest half your army points in one unit and general take a 2nd Gen Slann with the army BSB (plus other items like diadem of power and plaque of tepok etc) and totem of prophecy and plonk him in a unit of 20 strong temple guard with a war banner. They wont be affected by fear and will have pretty good static combat res from banner, war banner and kills (WS S4 A2). Fielding one big unit that can take on any of his and "castling" yourself in a corner works for me. Pick the obvious good spells from lore of light, perhaps metal if he fields blood knights (regen is negated by spirit of the forge and wounds on 2s!). Bears anger on either a scar veteran in the unit of even the basic unit champ makes it a killer. With a 6 wide front you have 13 attacks basic - more than enough to win most head to head combats. You just have to protect your flanks.
Fill the rest of the list with Krox and sallies. Sallies are great for seriously reducing weak units in size and Krox can hold their own vs undead infantry aslong as you dont charge the units front.
Any idea how he runs his Lord? I faced a VC player who ran his lord in a big unit of blood knights so I placed bane head on the VC army general and used Rule of Burning Iron to smoke him and the army just fell apart as a consequence.
I wouldnt worry too much about dispelling everything as that is impossible, instead allow meagre summons to cast and save your dispel dice for key spells like Vanhels and repairing units you are engaged with.