Welcome to Librarium Online!
This is an all comers list I'll be trying out this weekend.
Vampire Lord: lvl 3, Hellsteed
Red Fury, Infinite Hatred, Walking Death
The Flayed Hauberk, Wristbands of Black Gold, The Balefire Spike,
The Cursed Book, Black Periapt
Vampire: BSB, lvl 1
Avatar of Death (GW), Flying Horror
Enchanted Shield, Helm of Commandment
Necromancer: lvl 1
Invocation of Nehek, 2 Dispel Scrolls
20 Skeletons, full command + War Bannner
20 Skeletons with spears, full command + Banner of Hellfire
3*5 Dire Wolves
3 Fell Bats
6 Cairn Wraiths, Banshee
The idea is to plonk the infantry down dead center, ghouls with Necromancer behind the skeletons, and then pretty much let them mind their own business while my fast elements take out any support, warmachines etc.
Hopefully my vampires and wraiths will clear the flanks fast enough to fall in and help beat anything that's held up by my infantry. The killy Lord and the wraiths are the heavy hitters, with the Varghulf and Vampire as medium-heavy support, and wolves/bats as fast flankers and redirecters.
What do you think, will this work? Can I tweak it within my given plan?
I'll probably play against my brothers demons this weekend, but I don't like to tailor lists.
It looks nice, a couple things u can twist:
U cant use great weapon and enchanted shield, u r bound to use hand weapon with your bsb. Why is he flying?if u want to use his march and helm abilities u can give him the talisman of lychni, and also creatures to raise more bats.
Necro give him vanhels and/or IoN, its only 15pts more.
Drop 5 wolves and make your ghouls 15.
Thanks for the input.
He has the shield for a 3+ save vs. shooting, and the option for 2+ save in combat, but I can opt for the GW for chariot-smashing or other can-opening jobs. There is no rule that I have to use my shield.
Flying gives much better mobility than Lycni, both with the extra movement and because he cant be marchblocked. It allows me to get him where he needs to be to use his helm and Battle Standard.
The reason I only give the necro one spell is because I am so magic light to begin with. I am not going to count on getting Vanhels of, the necro is just there for dispelling power and that extra invocation to hopefully keep the skeletons around a little longer.
About the ghouls, I was actually thinking about reducing them to only 10. I don't have any power to raise them above max anyway, they are really just there to shield the necro. So I don't think going to 15 will make them that much more useful. And I would certainly not drop the wolves to do so, if I had more points there would probably be more wolves, not more ghouls.
But I appreciate your thoughts, it helps me sort out my own thoughts and reasoning behind my choices.
And you do get the HW+shield bonus with a magic shield, as it is still a shield, whereas a magic weapon loses its status as a hand weapon. It is in the rulebook FAQ under weapons.This is a very good point. I didn't think of it that way. I think I might just drop the ghouls to 10 to afford Vanhels for the necro.I dissagree on this one, knowing that a dance is available your enemy will let other spells like IoN which is more needed to pass, kinda of "you:i have the dance as well, enemy: oh yeah?ok raise your skeletons"
Ok came back from work and had a quick look on the rulebook, it seems u r right, the limitation from last edition has been lifted, u can actually claim the bonus from hand weapon+shield even if both are magical cant find anywhere something different.
Evil thoughts now come to mind...:party:
I like the list from what I can tell
Outta interest, how are you planning to use the Lord?
Agressively, with hit and run tactics, sort of. For starters he will try to take out anything he can wipe out or at least be reasonably sure to scare off. With the flying Hellsteed I hope I can get some good charges in, without being set up for countercharges. Flying also helps with units that flee the charge, as I still know pretty much where I will end up. Just has to watch out for hatred, as I have to pursue/overrun.
Later in the game I'm hoping to be able to go after bigger stuff, like regiments or knights. With Red Fury, hatred and S7, plus the Walking Death power he can actually take on an average core regiment and win. But hopefully he won't have to take out everything singlehanded.
So I'm hoping the flying Lord will spread some mayhem and panic in the enemy lines, with some help from Varghulf/wolves/bats, so my Wraiths and infantry won't see organized resistance. Thats the plan anyway, but you know what happens to plans once the enemy starts hitting you!
Edit: By the way, ovassilias, you still can't use most magic weapons for the HW+shield combo, as most magic weapons doesn't count as HW.
Last edited by skilett; May 28th, 2008 at 19:45. Reason: Added comment
interesting set up pretty brave to put your gen on a hell steed but with that good of a save it should turn out good. although eternal hatred just allows you to reroll all misses in all rounds, it doesn't actually say you hate the enemy so you don't have to pursuit/overrun. i like this list a lot though, it's very different from how i play normally and i've been looking to change it up (solid blocks of troops with vamps in them, lots of GG, basically an everending march of infantry that can be raised D6 at a time)
i'd still be hesitant about sending the lord against a reigment, i'd only do it if they were already engaged or already weakened to only 1 rank bonus
supernatural horror would be nice with that lord though as anybody who fails their leadership would run instead of hitting on sixes and then you can just redirect the charge (is that still allowed?)