My first WHFB was VC but I haven't played it regularly in over two years. I sold a lot of my models and am excited to see the new rule book.
This is my first attempt at a list. It's not what I originally had in mind, but instead of picking between the two, I decided that I'd build both armies, with this one as the first.
This list would be simpler to assemble and paint, allow for a strong core, and give me more time to have fun painting all the cool units like a Zombie Dragon, Cairn Wraiths, and Black Knights.
I'm sure there are lots of gaps in the list. This first list is not the cool, fluff-driven list I wanted with lots of ethereal units but the list I'd expect to win games and do well in tournaments.
I wish it had at least one more unit of dire wolves. I could drop two bats for another unit of wolves, but I like the idea of five fell bats taking on war machines.
Anyway, here it is.
Vampire Lord DavidVC04, Walach's ValuPak Bloody Hauberk, Sceptre de Noirot, Dispel Scroll, Master of the Black Arts, Dark Acolyte
Wight King Jerald the Crazed, BSB, barded mount, Drakenhoff Banner
Necromancer Harold, Corpse Cart, Book of Arkhan, Vanhel's Danse Macabre as spell of choice
Grave Guard x 23, fc, great weapons to replace shields, Banner of the Barrows, home to Jerald the Crazed.
Skeleton Warriors x 24, fc, Banner of the Dead Legion, home to DVC04.
Skeleton Warriors x 24, fc, War Banner, home to Necromancer on cart.
Zombie Horde x 25, sb, mus
Corpse Cart x 1
Dire Wolves x 5
Dire Wolves x 5
Spirit Host x 3
Fell Bats x 5
8 casting dice
5 dispel dice, 1 scroll
122 total models
Jerald joins the Grave Guard. He will anchor the infantry units, particularly the Grave Guard. They will be tough as nails, regenerating with great weapons and the Corpse Carts shall work ASF on them. So shall the necromancer and his corpse cart O' DOOM!
The two carts will supress enemy magic, as will the 5 dispel dice and the single scroll.
The vamp will have six casting dice available: five of his own and one from the army pool. The necromancer shall have two: his own and the remaining army die. The corpse carts add two bound spells, and the book of arkhan adds another. Casting shall focus on enlarging the zombie unit.
Sometimes opponents will let you have an IoN on an existing unit, choosing to save their dispel dice for any new units you summon with Raise Dead. I'll start with bumping up the zombie unit to 35 thanks to the Sceptre de Noirot if the opponent lets it pass. Then I'll work on maintaining existing units, especially characters and the Grave Guard, and starting new units.
The lord will cast only IoN and Raise Dead most of the time, with two dice each time. The Necro will try to stay alive and get Danse Macarbre off.
This is my first attempt at a list. It's not what I originally had in mind, but instead of picking between the two, I decided that I'd build both armies, with this one as the first.
This list would be simpler to assemble and paint, allow for a strong core, and give me more time to have fun painting all the cool units like a Zombie Dragon, Cairn Wraiths, and Black Knights.
I'm sure there are lots of gaps in the list. This first list is not the cool, fluff-driven list I wanted with lots of ethereal units but the list I'd expect to win games and do well in tournaments.
I wish it had at least one more unit of dire wolves. I could drop two bats for another unit of wolves, but I like the idea of five fell bats taking on war machines.
Anyway, here it is.
Vampire Lord DavidVC04, Walach's ValuPak Bloody Hauberk, Sceptre de Noirot, Dispel Scroll, Master of the Black Arts, Dark Acolyte
Wight King Jerald the Crazed, BSB, barded mount, Drakenhoff Banner
Necromancer Harold, Corpse Cart, Book of Arkhan, Vanhel's Danse Macabre as spell of choice
Grave Guard x 23, fc, great weapons to replace shields, Banner of the Barrows, home to Jerald the Crazed.
Skeleton Warriors x 24, fc, Banner of the Dead Legion, home to DVC04.
Skeleton Warriors x 24, fc, War Banner, home to Necromancer on cart.
Zombie Horde x 25, sb, mus
Corpse Cart x 1
Dire Wolves x 5
Dire Wolves x 5
Spirit Host x 3
Fell Bats x 5
8 casting dice
5 dispel dice, 1 scroll
122 total models
Jerald joins the Grave Guard. He will anchor the infantry units, particularly the Grave Guard. They will be tough as nails, regenerating with great weapons and the Corpse Carts shall work ASF on them. So shall the necromancer and his corpse cart O' DOOM!
The two carts will supress enemy magic, as will the 5 dispel dice and the single scroll.
The vamp will have six casting dice available: five of his own and one from the army pool. The necromancer shall have two: his own and the remaining army die. The corpse carts add two bound spells, and the book of arkhan adds another. Casting shall focus on enlarging the zombie unit.
Sometimes opponents will let you have an IoN on an existing unit, choosing to save their dispel dice for any new units you summon with Raise Dead. I'll start with bumping up the zombie unit to 35 thanks to the Sceptre de Noirot if the opponent lets it pass. Then I'll work on maintaining existing units, especially characters and the Grave Guard, and starting new units.
The lord will cast only IoN and Raise Dead most of the time, with two dice each time. The Necro will try to stay alive and get Danse Macarbre off.