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Not sure I'm not trying to cover too many bases with this one but here goes:
lord of the dead
master of the black arts
4 blood knights
5 wolves +doom wolf
5 wolves +doom wolf
I should have enough power dice to increase the skeletons to full rank bonus by the time they reach combat. 1 unit of wolves screen the knights and pose a flanking threat to scare off deep infantry blocks the knights might face. The other unit hides behind and supports the skeleton blocks. Any thoughts?
Ummm.... Ruleswise i beleive the consensus is you cant have magic armour without Avatar of Death or Dread Knight.
Unless it has changed while ive been gone? But surely if you cant take mundane armour you cant take magic armour?
Well, First things first. Lose the Doom Wolfs. X points for 1 extra Strength 3 attack? God no....
Blood Knights in this points level? Interesting.... Keep them in
Now the Vampires.
Well, i suggest:
Lord of the Dead
Book of Arkhan
Avatar of Death (Great Weapon)
Lord of the Dead
Talisman of the Lycni
The first vampire should go in a skeleton unit, and the turn before combat, he should run into a nearby wood/building etc. To protect him from harm. (Dont do this in the proximity of cannons however)
The second is just generally a great vampire. He is our answer to the JSoD. He can take down most things (not units of infantry however) but fast cavalry, even Heavy Cavalry, as long as there isnt more than one rank of them.
My 2 cents.
Just been through the army book and in the magical armour section at the top under the title it says "All Vampires may be given magical armour. This replaces any similar items they possess through having Avatar of Death or Dread Knight."
So infact you dont need that power to use magical armour.
hope this clears things up
Yes people i know that my spelling and punctuation is awful but I am product of British teaching pollicies so what can I do about it?
Well, it certainly sounds cool. I played VC for a while, but not with the new book. I was hoping to see what these Blood Knights were all about. I'm guessing they're a rare choice. And that the wolves are specials?
Anyway, one thing that i DO know- it's not always the best strategy to base a tactic on magic. A miscast, or someone that can lock down magic like the dwarves do, could really mess with your plans. Especially since you don't have any extra spell casters to deplete their dispell pool. It's quite possible that you could be facing 6 or more dispell dice against your 2 resurrections spells each turn.
Basing an army on magic is almost essential for some VC armies. Such as this one. The 5 dice on IoN Should be fine with this list (well, if you use my vampires). Remember to make them single cast, so they have to use up about 7 dice on average to make sure (this was off the top of my head. Scary maths people please dont eat me if i got it wrong).
Also, against Dwarfs vampires do struggle a little. However in that situation the extra DD generators should be your biggest target (runesmiths). 4 DD you can deal with. 5DD and -1 of your PD you cant.
Thanks for the responses guys. I think I might drop the doom wolves from the wolf units as suggested, the points saved going either toward a necromancer (don't know where he's going to fit in, perhaps mounted and accompanying the blood knights?) or getting bringing one unit of skeletons to full rank, or maybe even getting 6 wolves in each unit to help with getting US 5 on flanks.
Vampire powers and items can be tailored for the opponent, although I very much like the ones Archnomad gave me above.