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Im going to the South Coast GT in april and i taking tomb kings
So i was going through the torny lists in my head and i think im good with dark elves and daemons but i was thinking how will i fight the four block vampire army?
The four block vampire army for those of you who don't know is a large block of grave guard 2 decent sized block of ghouls and a skeleton bunker with the vamp lord and then other wraiths and vargulfs running around for support.
I can't think of a good way the only idea ive got is kill everything but there massive great big block of grave guard and combo charge and wipe out everything else and just re direct the grave guard then try and get the vamp lord anyone got any better ideas?
Thanks for your help =)
I would say to pick a unit of ghouls and concentrate all your firepower on it. Then send something big like a giant at thier grave guard. Then You'll have to duke it out with the last ghoul squad.
a scorpion to the flank could hold up a unit of ghouls for a turn or two for more shooting.
For Vargulfs and the such, a volley of flaming arrows at them should make it so you could handle them in one turn of cc, And I wouldn't worry about wraiths or the skelly bunker too much.
You could always try and sneek a scorpion around his three outter block and go for the general. Might even be able to draw a block of ghouls away.
"My Word is Iron"
"Show me your Friends, and I'll show you your Future"
I'm not as experienced of a player as a lot of people here but the thing I think about when fighting vamps is their magic they are in extreme trouble against TK. Assassinate their casters with scorps and let your casket and catapults do their work. All I can reall think of to add to when Tem suggested.
The problem with the single assassinate the characters trick is that the vamp players got wise to that long ago. The torny armies ive seen is the vamp in the middle of a 5 wide block of skelies right in the centre space he is then 1 ich behind his grave guard unit of uber death so no chance of getting i could wait till the grave guard go charging off but we should try to avoid them getting into any useful fights...
And the bone giant would explode to the grave guard tho a combo charge with him and the tomb guard (and maybe my chariot king) should destroy a block of ghouls and let me keep moving to avoid the grave guard.
Also i wont be using a casket i find them too expensive and vunrable for what little they do. =P
Good ideas so far keep it up
I think you can whittle him down faster than he can summon, and you should have a lot of magic. just wait for him and shoot him all the way, like they said about the scorpions holding up units, go for that. Bait them into your bows and then flank charge? 4 big blocks by the time it will get to you will either be 3 or 2 big blocks. I don't know how much shooting you have though or your list. And mow down his support units fast. That'll force him to have to meet ya head on with no support. True grave guard are beefy, but we can definitely get more spells out if we do it right, and with 2-12 power dice for bound spells or a wizarding hat, and 2 dice per liche and 1 per prince... we are quite talented with that aspect.
Giant can go after the ghouls or the skelly blocks. Ghouls should only do about 1 wound or so and he can chop them up nicely. If he gets to the skellies in the back, then his vampire as other issues to deal with then giving GG Ws 7 or not.
Last edited by Temujin Khan; February 9th, 2011 at 03:02.
"My Word is Iron"
"Show me your Friends, and I'll show you your Future"
My list is gonna be something along the lines of...
Mighty Flail os Skulls king
Wizard Hat king
Liche with 2 scrolls
Icon Bearer, Banner of Fire
Hiero with cloak and jar
22 Skeleton Archers, FC
23 Skeleton Archers, FC
3 Chariots, Banner, IotSE
20 Tomb Guard, BotUL
2 x Scorps
some carrion for redirecting
I've been using this list since 8th has come out and its had lots of sucsess!
Interesting list...not my cup o' tea, but to each his own. I guess I better limit my comments to tactics then, I don't want to get into an argument about list building.
I think the game I had against khorne daemons a few weeks ago is instructive. He had two enormous blocks of bloodletters with a pair of heralds in each, a unit of bloodcrushers, and a bloodthirster. I see the blocks of ghouls as deserving of the treatment that the bloodletters got, and the GG aren't that dissimilar to the bloodcrushers in their effect. The main difference is that the vamps have a fourth block, the skellie bunker, but as others have suggested, it can safely be ignored.
I would recommend beartrapping one ghoul block with scorpions. Bury them both in the target's most direct path to your lines, and pray that they don't arrive simultaneously. It actually won't take much luck for one to appear on turn two, and the other on three. If they arrive simultaneously, it's possible that they'd both crumble out before denying a second turn of movement. They'll still get their licks in, but their purpose is delay, not damage. If you need an additional turn of delay, the chariots are available...and if the scorpions have had an oustanding effect, the chariots could probably pin the ghouls down permanently.
Target your SSC and bowmen at the other block of ghouls and try to delay the imminent arrival of melee combat. When they do get to you, preferably on turn three (I think 4 is too much to hope for), they should be decently depleted, and ganging up on them with both units of bowmen should do the trick. If needed, the carrion could lend their weight to the fight. My two blocks of skellies handily crumped a remnant of 13 bloodletters plus two heralds, so your weight of numbers should crumble these guys out quick.
Hitting the GG with your TG and fighty king (he does have a ward save, right?) should work well. The giant could flank charge them on a subsequent turn. Being in their flank should limit the number of attacks coming at him. Here, I'm banking on you being able to heal the TG more effectively than the enemy can heal the GG, and grinding them down over time. The hatted king might be held in reserve to, like the giant, flank charge on a subsequent turn, so you're getting +2CR for a flank charge for 2-3 consecutive turns!
Overall, I think you'll win by obliterating one block of ghouls, delaying the other one so it never reaches combat (and they'll take some damage along the way), and killing the GG off by throwing twice their own points cost at them and staggering your charges so you keep recycling the flank charge bonus. Not an overwhelming victory, but trading two scorpions and maybe the carrion for killing one unit of ghouls and sidelining the other, while grinding out a victory over the GG with a boatload of units...it works.
The catapult can snipe at the skellie bunker whenever all three of the other blocks are engaged, but the primary target is the ghouls that you do want to fight, then the GG, then the ghouls that you're speedbumping, and only then the skellies.
Depending on when the Varghulf gets there, he'd be meat to the TG, or have to be handled by the BG or one of the kings.
For minor tweaks, I'd suggest moving IOTSE to the TG, and BOTUL to a unit of archers...IOTSE combines nicely with killing blow.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010