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Howdy all. I'm an old player returning to warhammer after a few years hiatus. Haven't played with the new VC yet so I need all the input I can get on this list I just wrote. The general idea is to raise tons of skeletons and keep the Grave Guards intact for the big tussle. The lord joins the Grave Guard and the 2nd Vampire joins the skeletons with the war banner, and the carts sits in between to give their bonuses to both. The other vampires will go where needed. Fell bats and wolves will deal with war machines and other annoying bits. Any advice is appreciated. Thanks in advance
+1 Magic lvl
Master of the Black Arts
Lord of ze Dead
Crown of the Damned 450 pts
Blade of Might 185 pts
Lord of the Dead
Helm of Commandment 190 pts
Lord of the Dead
Book of Arkhan
Talisman of the Lycni 190 pts
12 Skeletons, full command, war banner 141 pts
12 Skeletons, full command 116 pts
25 Grave Guard, full command, Royal Standard of Strigos 370 pts
Corpse Cart with Unholy Lodestone 100 pts
Corpse Cart with Balefire 100 pts
21 Zomm-Bees with standard and musician 92 pts
1 Varghulf 175 pts
3 Fell Bats 60 pts
5 Dire wolves 40 pts
5 Dire wolves 40 pts
Total: 2248 pts
Last edited by tarkin1980; August 14th, 2008 at 02:04.
Firstly welcome back to VC!!! ok this isnt really a rating of you army rather just a couple suggestions.
1. that one vampire cannot wear the nightshroud and the enchanted sheild as wearing two pieces of magic armor is illegal in the rules
2. your lord has a pretty good set up BUT alot of people dont like taking the crown of the damned because of the stupidity, my lord is pretty much the exact same thing i just use walach's hauberk which is a decent ward
3. this relates to the last one, your vamp with all the armor seems to be another one of your hard hitters so what you could do is give your lord walach like i said then give him (the hero vamp) the flayed hauberk for good protection and also switch the blade of might for a tomb blade that way whenever he wounds more skellies come up which is what you seem to be basing your army around
couple things to watch out for are you are going to be outmanouvered alot with this army and your strength is in your summoning ( and i dont think you can summon while you are in combat so watch out for letting your lord and other fighting vamp getting in to combat if you need to make some epic summons) thats about all i have for ya right now hope it helps!
Hiya. I was under the impression enchanted shield could be combined with other armor but of course it is mundane only. I'll just swap it for a grave guard or something . I know the crown is a pretty big gamble but I used it in 95% of my games in old 6th edition and I feel it's worth the gamble but I'll consider Walach's. The reason I took the nightshroud is that I expect to get charged a lot since my chances of getting Vanhel's are pretty low with this list. It should guarantee 3 S6 attacks with rerolls on to hits unless I'm completely mistaken. Combined with war banner and walking death I expect to win most combats.
Btw, I can't find anything in the rules about not being able to summon while in close combat.. can you confirm this?
Nah i thought so too about the enchnated shield thing and with your list you should be getting a pretty decent amount of spells off obviously its your choice what you wanna use when ur enemy is out of dispel dice, ( i made the mistake of making my lord a level 4 wizard through the bloodline skill rather then taking forbidden lore instead, he ended up getting raise dead, magic missile, curse of years, and the huge aoe ghost move so i missed out the the two most crucial spells huge summon and my movement my vamp heros also only got magic missile and curse of years needless to say i swapped those skills quickly on my lord only, again up to you if you wanna risk it after that i was too insulted to roll for spells for him ever again lol) and about the nightshroud i dont know exactly how it works as in if somebody charges you if your vamp attacks then them or whatnot i would search around for that. since you also have alot of raising power you could drop the zombies for a small skellie unit and focus on building it up and if you had the tomb blade you wouldnt have to worry as much about summoning on that particular unit and if not i would get rid of the musician there is no way in hell zombies will tie in combat ha. sorry if there are mistakes or whatever in there im really tired right now and yeah these are just my ideas for things you could consider not musts anyways Good luck with your army!
Normally I would probably use forbidden lore yeah, but I wanted to try a list that is almost exclusively focused on raising so I went for the extra lvl to get some more power. I may have to swap eventually after getting shafted by spell selection a couple times haha . I think the musician is worth it since it's only 4 pts, same as another zombie. It's helped me win a few fights actually! Sometimes against giants and monsters who couldn't manage to beat my rank bonus, banner and outnumber score but most often against rank and file troops who fail their fear test and end up hitting on 6s I love being able to say, "But oh my zombies have a MUSICIAN!!" Opponent, "WHAT!?!?"
Gonna try this list today or tomorrow vs orcs and goblins
haha your zombies rock ive heard horrors stories of zombies charging the flank of a unit have 3 ranks and a standard and still loose even though the enemy doesnt have ranks >.< one of the popular things nowadays is to put a drakenhof banner BSB with ur Grave guard and have your lord with a blood drinker, it sounds like a cool idea and i have heard it is obviously a bastard to kill but its too much points in one unit for my play style. Good luck with your game soon!
I played this list vs Orcs&Goblins today and won a massacre. During my turn 4 he only had one model left which was a Black Orc Warboss on a Wyvern that had charged my Grave Guards in the flank, but using my my Corpse Cart's bound spell to strike first, I managed to land a killing blow and kill his general. I lost one vampire and 2 dire wolves in total. All other losses were replenished and my skeleton units ended up almost twice their starting size.
I had pretty good luck though. My vampire with Talisman of the Lycni sprinted off into a forest in my turn 1, to Vanhel's my Fell Bats into the rear of his Wolf Boyz, which was a success, but then on his turn his Squig Hoppers jumped me and I was facing 6 S5 attacks against my T4 and no save or ward.. luckily he only scored 1 wound which I managed to heal and next round my Fell Bats danced into the fray. Phew.
I also managed to screw up and forgot to use my Corpse Carts' bound spells the round before I was going to get charged. He didn't even have any dice left to dispel, I just forgot to use them . I got lucky though and Walking Death+War Banner+High Ground saved my unit. Nightshroud also helped out. Great item IMHO.