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In other words, does anyone know the maximum number of power dice and bound spells a magic heavy VC army CAN POTENTIALLY have. Facing waves and waves on endless zombies is my worst fear. O&Gs just can't handle that.
A load of my friends are planning to start VCs and I've already made a 2000pt list in light of this.
I was thinking of having Grimgor Ironhide in a big unit of black orcs with shields to go straight for the unit the general is in. No vampire lord is any match for Grimgor (I hope) and if all goes as plans the vamp lord will die in a challenge, leaving the rest of the army to crumble.
Magic defense wise I think 2 night goblin shamans (1 with 2 dispel scrolls and 1 with SoSS) along with Mork's Spirit Totem would (probably) be enough. I need to have some sort of idea as to what magic I'm going to face.
Any unit that relies on breaking other units on the charge are obviously not ideal against the unbreakable zombies and skeletons, e.g. chariots and especially not wolf riders beacause of their low leadership.
The rest is going to be my regular army - 2 units of boyz, unit of NGs, giant plus 2 units of squig hoppers.
So, any other tips people can offer (for the benefit of all orc and goblin players!)
be careful about underestimating Vampire lords... they can be extremely deadly in close combat.
Even with the old vampire counts rules, i beat down grimgor ironhide with a blood dragon lord. Dont think grimgor is invincible.
"The anatomy of your brain is more than your mind can handle. What?"
Vampire Counts - 3500 Points
Orcs And Goblins - 2000 Points
a unit of 5 with a vampire costs about 700 points on its own but can easily slash their way through triple their points value, as i saw yesterday as the took down 1000pts worth of ogres on their own.
Be afraid, be very afraid.
Downside toughness 2 zombies... killed on 3's minimum even by goblins!
Power of zombies isn't that they won't die in combat but that they can be cast as diverter units, set up charges for other units, and contesting table quarters. They can be used much the same way as wolf riders. Their prowess in combat isn't their usefullness. Give me three units of wolfriders and chances are I can keep a unit of Blood Knights tied up 6 turns.
Chariots can be your friend too. Remember that they crumble after combat and chariots can generate alot of combat res with relatively small frontage. it's easy to get a combo charge off with them.
A reall unit to avoid is Grave Guard. With the right magic items these guys can be the hardest elite troops in the game.
If magic scares you that much take a scroll caddy or 2 and then take the "Mork Spiritual banner" I think its called don't have my book on me...
Zombies aren't that bad as long as you pass that fear test. With their strength of 2 and your toughness of 4 means 6's to wound not to mention their shocking WS...
The thing that you have to fear are characters and anything that is generally not a core selection...
I find night gobins are a good unit to use to draw out those scary units like grave guard. then you will be looking for that flank. Remeber Orc boyz are so cheap.
When it come to things like those ugly Blood Knights you have to fight dirty... in short use their frenzy against them get them away from their force and get them on a flank.
Another thing to always remember is that you have things that can shoot and war machines... use them and everything should be fine... If your opponent wants to fly a vampire at you charge in with some goblins and you'll kill it through static combat res...
Simple ideas and yet so hard to get right on the battlefield! Wish it was as easy to do on the battlefield as it is writing it on a message board. :rofl
No offennce but if u let blood knights kill anything expensive in your army you should rethink your tactics. Imo they are the worse unit in the army book because they are so expensive and can be dealt with by any good general.
Fear is their biggest thing against you therefore I believe squig herds and hoppers are amazing and if they break, guess what they do, blow up even more stuff Plus 2 S5 attacks will eat through most Vamp heroes :party: chukkas and doom divers and fanatics can take out support Also a Savage orc on chariot coupled with raked unit of another chariot will very easily blow through any unit and pick up the banner. 6 DD and 2 scrolls is def enough. I also reccomend Savage boar boyz just watch out for raised zombie redirecters. Come to think of it O&G should get 6 special choices, not HE Pretty much all of your special choices are awesome against VC, atleast characters on chariots do not take up slots.
2009 Tourny records (W-L-D) (20-4-4):
9/56, 1/12, 2/14, 4/14, 32/82, 1/6, 16/72
Okay if the VC player builds solely for power dice they can have 17 before adding powerstones in 2000 points.
Can't count on the terrain on any given board of course, but using spider riders to get blood knights stuck in a forest for two-three turns is HI-larious =)
I find the overwhelming magic and endless fear tests more troubling. There are also a *lot* of ways to cause terror in that book.
I agree. The big thing to watch out for is the psychology factor of the army. With some bad fear and terror rolls, your whole army will be running for the hills. As for the Grave Guard, as stated before, hit em with a huge unit of NG's, and take em through static combat. Also, remember you bait tactics. Those Blood Knights with his Vamp Lord will go charging at that measly 76 point spider unit, leaving you safe for a little. Remember fanatics!!
"Fiat justitia et pereat mundus"
-Let justice be done, though the world perish.
NG Army (The Very Little WAAAGH) 6-1-0