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Just looking for some feedback on a list I am working up for a local tournament in the next couple of weeks.
[Sword of Might]
[The Flayed Hauberk]
[Book of Arkan]
Dire Wolves x6
Black Knights x6
I chose ghouls as my core as this seems to be a good pick at low level games, having 2 poisoned attacks. Does anyone think otherwise and take skeletons? (that would be ideal as I already have skeletons painted up, heh) I plan on running them 6 across the front, with the vampire in one unit.
I am taking Black Knights for 6 s5 attacks on the charge and a good armor save. It was either these guys or the Varghulf. I felt I got a better deal on the Knights. Can anyone think of a good reason to dump these guys for a Varghulf or Wraiths. Should I kit them up more? I may bard them and loose 3 ghouls.
My Idea is to run the Knights up the middle with a spear strategy, or place them on one flank and refuse the other, using the wolves to tie down units and run screens.
Should I place the Necromancer in the ghouls w/ the Vampire or leave him solo in the back?
Thanks for the help. 750 point lists are tricky.
I like it alot! You did a great job with this list in my honest opnion. The only thing that srikes out to me is the ghast, always get another ghoul over a ghast they are not worth there points at all. Also no banner anywhere! Its nice to have one around just incase of taking wounds in the combat resolution. I would probably try to fit Dread Legion on the Black Knights, that would be very nice.
Vampire Counts-4000 Points
Black Templars-2000 Points
I took the ghast to accept challenges for the Vampire that will be in the Unit. But maybe he would be better off with the knights.
You have hit on my main concern, CR. Ghouls can't take a banner so depend on kills and their rank bonus. I took them as they have more raw wounding power than skeletons. Taking similarly sized blocks of skeletons got expensive as I kept wanting to add magic standards to make up for killing power. Maybe skeletons with spears...?
The other things that the ghouls lack is any save. So I am wondering if this will be a problem against missile armies. But then again that's what summon ghouls is for. Mainly they just need to not get charged by heavy infantry or cav. But then again how much of it will there be in a 750 poit game. In addition I will have the book and the Necro for dansing to get the first attack in.
ghouls are tons better than skeletons. In fact, the only problem that I have is that you may not have enough. I would drop the knights and get another unit of ghouls and wolves. At 750pts, there shouldn't be that much magic defense, raise your ghouls up, danse them into combat, create zombies on the flank and danse them into combat. You win. You'll take some casualties getting into combat which is why you need to probably beef up your magic and not worry about fighting so much. Fear is your friend. Wraiths are disgusting at 750pts because most armies don't have magical weaponry at their disposal. There could be several armies that don't have a single magical weapon/attack in the whole army, which means nothing can touch your wraiths.
I would stick with the Black Knights, their ethereal movement is such a tactical advantage. Even though the Vampire Book has been out for so long, many people still dont realize that Black Knights ignore terrain for their movement.
I agree with Buckero0 about getting better magic. I would really suggest getting Dark Acolyte instead of Infinite Hatred. The Vampire's WS is already pretty dang good for a 750 pt game, and I think an extra casting of IoN each turn on your ghouls makes up for any attacks you miss out on from not having hatred.
Also, I haven't cracked open my VC book since I used to play them but aren't both the Book and the Periapt arcane items? Or is the Book an enchanted item? If they are both arcane then your necro is illegal.
Last edited by Phaeron Typhoon; September 18th, 2008 at 21:36.
"I am the architect of fate!"
I think I will stick with Black Knights. I have yet to play much cav at 1k, and it will be a nice change of pace as I build my 2k models. Though I do see the mass ghoul block list working well too.
Details...yes you are correct my Necro is illegal. Which leaves me to wonder... is he worth it now? I was depending on that Peripat die to roll Vanhel's. I guess I could give him pool dice but that will take away from ghoul raising. So should I keep him to carry the book? Or try and make room for another vamp instead? Drop the extra spell and just have him help IoN?
I think you are right about Dark Acolyte. I forget that Vampire's are already so good in combat.
I think I will throw a Banner in the Knights as well.
I think if worked in correctly Walking Death could bolster one of these units even more. Prob the Knights.
Well I tested this build this weekend against my regular O&G opponent. I took the list I posted with the exception of dropping Infinite Hatred for Dark Acolyte (which was a must) and no Peripat on the Necromancer.
He had the Spirit Totem in a large block of orcs. This allowed him to shut down allot of my magic. He probably could have shut down almost all my summoning but was holding back dice for Curse of Years etc. So if I was playing him again I'd drop the Necromancer for something else...there was just no point. However at the tournament the Necro might still be worth it. Paying for Danse on him is questionable as dice are scarce...maybe just take him to carry the book? He also had little effect in helping with IoN as the ghouls spent half the game above start size and he couldn't help heal.
Ghouls were excellent. At this level 2 attacks with poison was definately a winner. Maybe another block of ghouls would be worth it. The knights spent both games running chariots off the board, which was effective but the time they spent turning around to hit the infantry was a huge waste. Still preventing those chariots from charging was handy. He won both games. First obliterating my whole army, and killing all but my knights in the second game...
So, I'll spend some time staring at my list and see what might need to be changed.
That Spirit Totem was nasty especially at this level of play.