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Good starting army?

1K views 9 replies 5 participants last post by  TheShad0w 
#1 ·
Hello all, this is my first time posting here :)

Me and a few friends are trying to get into warhammer and I am having a few issues in choosing which army to be. It would be great if anyone could answer a few of my questions regarding vampire counts.

1) Are vampire counts competitive?

2) Is the Vampire Counts Battalion box set any good?

3) Is this a better choice for a beginner than either Skaven or Warriors of Chaos?

Thanks in advance for all helpful answers :D
 
#2 ·
personally idont think there is any one army that is perfect for a beginer as every army is easy to use once! you know how.

as to are they competative i belive yes they are been paying attention to a local campian and Vamps are currently running around 5th of 20 players havent been paying very close attention so couldnt say what the score boards are etc i know that first place is demons of chaos.

the Battlion i a great place to start even if you dont use the corpse cart like many here would advise it still saves you a bucket load of cash.

heres my building block 500 points based ont he battlion and starting point of a 3000 points list i'll be updateing my thread as i do each stage.
http://www.librarium-online.com/forums/vampire-counts-army-lists/201378-500-point-concept-army.html
 
#3 ·
I don't think the battalion is that great. You don't really want the zombies, maybe not the corpsecart, so if you are starting up you are better off spending your money on some ghouls, graveguard and a varghulf. (nice models and awesome in game)

I think its better to just get the army you most want rather than getting an easier army to play.
 
#4 ·
ok so 20 skeles £30 10 Ghouls £15 and 20 Zomboies that you DO! want £18 rolled into a battailon for £50 thats not counting the Corpse cart

you never want to buy zombies out of your points i agree but raising them as roadblocks and tarpits is actually really usefully take my game the other day @ 500 points (as thats all i currently have)

my list
Nacro all 3 spells Sceptre de Noirot - 120
10 Ghouls
20 Skele FC
Cart + Load stone - 380 on core

His list

Rune smith
10 thunders
10 quarrelers
cannon

cant remember his upgrades but it came to 499 total

Meeting Engagement 3 hills (all normal) and 2 woods one hill in each corner of the edge he deployed other in middle of my edge the two woods just off center of board to make a wooded valley scene.
cannon was brutal killing swathes of my skeles in 1st turn my necro made the LoS roll thankfully :S
his other shooty stuff cuased a fair ammount of casualities as well.

after gettign as clos as my now rather demimished force could get still about 10" away even with marching i now rolled up winds gettign double 4 so i have 8PD VS his 5DD damned runesmiths i failed to channel first i raise a unit of zombiesd with 2PD casting it with a total of 11 dice+lvl he rolled 2DD but only got 5 total even with his +2 for being stumpie got min 10 zombies love that sceptre i then cast vans danse on the zombies that i raised 8" in front of me :D 2PD totaling 8 this time his dispelled it on 2DD totaling 10 so i tryed again 2PD totaling 9 his 1 DD wont stop it :D zombies are now in combat with hsi cannon and is thunderers :D with my last 2 PD i cast ion twice once on the ghouls rolling up a 6 for a total 7 he trys to stop it but rolls a 4+2 total 6 i manage to bbring the ghoulls back to their full 1 strong as they had lost 4 models and i roleld a 5. the last ion on the zombies which are now out of range of the load stone cast juswt rolled a 4 generate another 8 zombies

Combat 18 zombies VS cannon + thunders
we did the cannon 1st his 3 A' killing 2 zombies 4 zombies stike back killing 1 dwarf CR 2-2 (i have +1 for charge)
next thunders one thunder at edge not in combat so he only gets 8A wich kill 5 Zombies leaving only 2 zombies to hit back killing 0 dwarfs CR 7-2
i ofc loose and another 5 zombies die only leaving me in combat with the cannon.

his turn his thunders and quarrlers killing 5 ghouls and 4 more skeles now down to 8

combat sees one more dwarf and the 2 zombies dead so my zombies are down to 2 due to Undead rules but they are still in combat

my turn ghouls declare charge and fail by 1/2" so move the 5 that was my best of the 2 D6
just march up as i know they wouldnt make a charge any way. the skelezs activate the 1st wood and fortunatly its a normal wood.
magic phase double 5 + managed to channel so i have 11 to his 6.
Raise dead in front of qurrelers 2 PD VS 2 DD total cast 12 with Lv total dis 10 with stumpie bpnus :D this time i get 12 zombies
Raise dead 2 PD in front of thunderers total cast 8 with LV 2 DD total 7 with stumpie bonus bad round for him :D got 11 zombies
Vans danse 2 PD total 9 on Zomb's by Q's 2 DD total 8 very bad round for him zombies now in combat with them vans on lat zombie unt 2 d totals 8 all his units now bogegd in combat ion x3 on 1 PD rolling up 5 6 and 3 last one was only just cast they wher cast on zombies with cannon quarrelers and thunderes getting 10 8 and 9 respectivly

starting with the cannon dwarf kills 1 11 left 6 attacks back damned the new rules for fighting war maines 3 hits now wounds 10 zombies left.
Thunders 10 attacks 6 dead zombies 14 left 10 attacks back 4 gits 2 wounds 1 failed save i loose 4 more as i had the charge :D 10 now left
Quarellers 10 attacks 8 hits 5 dead zombies 10 attacks back 6 hits 4 wounds 1 failed save i loose 3 more zombies 12 left

his turn combat only :d hi une smith joins the cannon needless to say 2 zombies left to attack no wounds cuased cannon is now free (took him 3 turns)
thunders 9 attacks totaling 4 dead zombies6 attacks back totaling no dead dwarves 4 more die total 2 left
quarelers 9 attack total 5 dead zombies 7 atatcks back again no dmg to the stumpies 5 more down also 2 left

my turn ghouls make the charge into thunderers skels make charge into qurarlers and cart makes charge into cannon+RS
magic phase roll double 4 and channel my 9 vs his 5 2 PD raise dead behind the quarelers but he dispells it so i try again this time i get it through and raise 12 zombies i also do the same behind the thunderers he only has on DD but as i got it on a 7 he trys and fails to dispell it by 1 point :D i only raise 10 though i vanhs on 2pd the zombies behind the qureles as i belve my necros unit will need the most help with the last pd i use the carts ASf :D:D all my units are going 1st this round

again starting with the cannon i roll up my attacks for the cart geting 8 so i split them 5 for the RS and 3 for the last crew member i hit the crew 2ce and wound once and he rolls a 1 for his save the RS i mange to wound twice but he saves both the smith then attacks back leaving the cart with one wound THUNDERSTOMP! rolsl a 5 which cuase's a futher 3 wounds to which he fails 2 saves and dies :D

the ghouls unlesh their attacks 10 attacks as i only have 5 left gettign 4 6's and 3 normal hits the normal hits wound once more he fails 2 of the 5 saves my 2 remianing zombies in combat fail to do anything
he strikes back directing all 9 attacks at the ghouls killing 3 of them :( i loose by 1 so 1 ghoul and 1 zombie left in combat

skeles go 1st getting 10 attacks (8+1 for champ +1 for necro) hitting 6 times getting 4 wounds which he saves 2 of. the 12 zombies in the rear attack getting 4 hits and 1 wound which he saves my he then stikes back all attacks at skele unit with 4 on the necro directly :S imagine my delite when he fails to hit the necro one :D his other 5 attacks hit x5 wound 4 3 saves made 2 parry saves to take 1 made not a bad round total CR for that round +1charge +1banner +2 rear +1 rank zombies +2 wounds Vs 1 wound = 7vs 1 i win by 6 but dwarfs beng stubborn take LD on their base stat but he fails by 1 point :D zombies get 2d6 hits for free now due to shambling horde scoreing 10 hits and 3 wounds which he only saves one :D skeles fail to chase down and kill.

His turn with his general dead and half his army fleeing any one else would of conceded defeat but not a true dwarf. He rallys his qurarllers with a double 1 no less. he sluaghters the remaining ghoul and zombie in base contact and reforms ready to take the charge from the zombies behind him the cart facing the wrong in way is no threat.

my turn again i charge the qurellers again with skelles the cart and zombies that where in combat with qurrel turn towards the thunders after the other zombies make their charge. magic phase Double 1 i could cry i fail the channel 2 PD Vs 1 DD i decied to cast ion on 1pd and OMG i roll a 1 again :( oh well no refresh this turn combat sees the qurelers again direct 4 attacks at the necro and slay him out right this turn. i dont really need to say it but well the rest of my army just crumbled at this point giving him the win.

One bad very bad magic phase and the game was over Plus my general gettign slapoed round the face didnt help matters but as you vcan see zombies can be a great assest to our army although not worth paying points for they tied thatc annon up for 3 whole turns which is just brillaint.
 
#9 ·
b"h

personally idont think there is any one army that is perfect for a beginer as every army is easy to use once! you know how.
In 7th edition I would say that wood elves is an army that is hard for beginers, since small mistakes could ruin your game more easily with this army. I would also say that in 7th edition vampires is an army easy to start with, since there are some very easy strategies that can work even for beginers.
In 8th edition, most armies are fine for beginers, especialy high elves becouse if you take an archmage with book of hpeth and as many repeaters as you can then you are ready to face the world. Vampires are not a bad start either, since they are powerfull in small games, No other army can make good use for 12 power dice in 500 points games.
 
#10 ·
Simplest way of starting VC is to buy two VC Battlions and a vampire on foot model. You get 40 zombies, 40 skeletons, 20 ghouls, use one corpse cart and you can then fully upgrade the vampire. If done correctly you will have a 1000 point army (mine's just over 1000 but im not telling :p).
 
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