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The idea is pretty simple.
step1=> move forward
step2=> kill enemie
step3=> celebrate your victorie with your mates
here's the list
master of the black arts
helm of commandement
wight king bsb
9 ghouls +champ
2x5 dire wolves
17 grave guard +senechal
3 fell bats
5 blood knights
flag of the blood keep
The worst thing about this army is the missing of ghouls and there champions.
What do you think??
seems like a pretty hard hitting list...
... only suggestion would be that if this is for a tourney that has weighty comp scores you may take quite a hit...
is the dread knight vamp and bsb both going in with the knights?
The dreadknight goes in the blood knights and the bsb goes in the GG
Good army, my only 2 advice
1. Always give your vampire lord Armour, Flawed hauberk, or the bloody one, any decent player by now knows to target the lord and issue challenges and prey he either killing blows, or gets 3 wounds to drop him. It is always key to give your lord some sort of save, Invu is best.
2. Drop the nec and try to fit in another vampire. In 2k pt and above necs are worthless unless on a cart and for 35 extra pts you can get a vampire who is easily 3 times better than a nec
Good luck and have fun
Good Luck and have fun!
8th Ed WOOT
In what situation is my lord going to be in contact with an enemy??? If this happens I'm either playing bad or my army is gone. He's sitting with the ghouls with the champ and behind the GG.
What do you suggest I drop to take a vampire.
And how is a vampire with dark acolyte better then a necro (who gives my lord an extra cast dice and if neccesary his own dice to my dispell pool, and haves a scroll)???
Well i dont mean to argue with anyone, just share my experience, but in 60% of the games i have had my lord never get in close combat, but 40% he does. This stat is excluding BOC who 100% fight my lord. I am guessing you rarly never play BOC, HE, Ogres, WOC, or wood elfs, or atleast the types i have played who can dance around or simply run through given the right time your GG. Hiding a lord behind GG in a ghoul squad does him no justice since he wont be able to see any unit so imma guessing his soul purpose of a 400pt model is to raise GG, kind of a waste.
If your lord isnt in front, or atleast gaurding a flank, and only "sitting behind GG with some ghouls," then you have a 400pt model rasing 12 pt models. Thats why i always give my lords armor, because if i am paying for my lord who has similar equiptment as yours does, i want that sucker poping off spells and raising dead that will help me win, and that means putting him in harms way.
As for part 2, besides the obvious stat difference between a nec and a vamp, my Vampires with DA get 2 dice a turn, meaning 2 weak spells or 1 powerful spell a turn. Plus when i give my Vamps 2 power stones, that means for 2 turns, i can cast with 4 dice, meaning 2 spells with 2 dice, or 3-4 spells of nek, depending on how dire the situation is. It is my experience that necs just dont do anything for me but give 1 dispell dice, and if that is what you are after, go for it, but i dont like to waste points on guys that wont effect the battle in the slightest.
I would, excuse me if i gte this wrong but i dont have my codex, drop skull staff, a lvl 4 wizard doesnt need the +1 to casting. It is nice, but i have found out in my games that if my opponite is going to dispell me, they use 1 extra dice then i used to cast the spell, the +1 doesnt really help. I would also drop the Wight Kings steed, imma guessing he is going with your BK's and 1 vampire will be enough to kill anything with a squad of 5 BK's. TO also cut cost, drop BK to squad of 4, with a vampire makes 5 wide and 13 attacks, each 7str if vampire has lance also. That is more than enough to kick butt. Last maybe cut Bats, they are nice units to have, but without Creatures of the night, you cannot use the cheese to create d6+1 a turn and bring them above starting. Plus your army as stated to my knowledge advances and consumes life . I feel bats are only really good if you are more of a bunker type strat so you can fly them over to take out artillery, and with BK's, marching ghouls, and 10 Dires, i do not think you will need them.
Sorry i wrote so much but i felt like you are a player who realy knows what they are doing and looks to get better like me and does not like shallow quick answers, and i hope i atleast was able to illustrate why i make my choices in games and hopefully atleast one sentences can help you out,
Good luck and have Fun
Last edited by ZombieCancer; March 14th, 2009 at 07:08.
Good Luck and have fun!
8th Ed WOOT
I agree you can have a lord that can raise ghouls and be magic heavy and still get off all of the spells he wants to. Like i have a lord that has a 3+ armour save and a 5+ ward and still generates 6 power dice, you dont really need much on your lord to help his casting because he can do that on his own, having six power dice alone can hurt really bad. And thats why i agree your vampire is way to expensive to be hiding behind a block of Grave Guard, and frankly he is much safer in the unit of Grave Guard with the regen. banner then he is with a unit of ghouls. You havnt really taken into account of flyers, like what if a Deamon Prince or a Thirster hits that unit of ghouls?? That lord and ghouls wont stop that 500 point monster from running him over. I run my like this:
Master of the Black Arts
Avatar of Death With Shield
Walachs Bloody Hauberk
Sword of Kings
he is both a casting monster and a beat in combat hes packin 5 spells, 6 casting dice, a 3+ armor save and a 5+ ward save, and 4 killing blow attacks.
I also agree that a necro is useless at this points cost without a cart. A vampire with Dark Acolyte is awesome his stats are well above a necro. annd hes a level 2. Second you could give him the Flayed Hauberk and he could hang around a long time too.
Yeah your wight king doesnt need the steed because he is definately more needed in teh unit of Grave Guard. I agree the mounted vamp should be put in the blood knights.
I agree with ZombieCancer you seem like you really want to get better with VC thats why i went on such a long rant. I have played VC for a long time and its hard to make Characters how you want because you have SOOOOO much to play around with but try out my lord he is pretty balanced and if u add the second vamp i think you will see a great change in both your magic phase and combat phase. Hope i helped you out here
Deamons of Chaos (21,0,1)
Vampire Counts (54,6, 11)
Warriors of Chaos (11,2,4)
My lord's point of living is:
1 making 6d6 ghouls a turn
2 vanhels spam (if i have the spell)
3 bring back dead grave guard
In the games I played with it he did his job great and he nver came in contact with an enemy unit. Most of the time I play against deamons (because that's the army played by most players and it's a challenge to beat them.)
most of the time this is my starting formation
10direwolves 10 ghouls 18 GG with wight king 10ghouls
with hero fell bats 10 ghouls with champ
and lord and necro
and that's it
My lord never comes in contact with an enemy and raises a LOT of ghouls while the blood knights and the GG clean up the stuffed pitted by the hords of ghouls
I really don't have enough spare points to give my vamp any magic items. the first thing I would add are ghasts and then ghouls.
Why wouldn't a wight king need a steed in GG, It's just for the save???
If there isn't any space between the GG and the lord ghoul unit the greater deamon can't charge the ghouls, and if i'm so stupid to leave space my ghast will challange the GD.
In my army book I can't find anything like a spell familiar.
Hello! First, I īd like excuse if I comet some mistakes because Iīm not English ^^, but I like the list and I want to comment.
First, the lord of the vampyres is normally that he is behind of the army, he doesnīt save. But he helps a lot to the rest of army giving his HA (WS in English) and with the dommination staff. Only I think that is a pitty that you donīt use the other stats of the lord, like S, T, A...
ŋWhat spell know the Necromancer? I suppouse that he knows Vanhels Spam? or Invocation?
It isnīt easy, but, If you have a Wight King on steed, why not equip with lance? (although I think that is expensive) so He can do 3 atack with S6 if he chargues (and If you cast a Vanhell, itīs easy that he and his unit charge)
After think a time about your list, I īd like tell you a advice, I hope that you like it. Three fell bats are small unit. If we can do it more big, itīs better. First because only 6 Wounds of T3 are ease to do in combat, in shoot, magic... etc. But the usefull tactic is when a enemy unit are fleeing over it, and if our fell bats are 5 or more, the unit is destroyed. So, I see that the vampire have one dice that, in the first turns, it isnīt usefull... Well, do you think about this change? : drop infinite hatred of the vampire, and put it convoke creatures of the night (+1 to incocation for fell bats, and rise more of his initial number). Infinite hatred is a good power, I know, but I think that the power of invoque will help you better, and if you want repeat in combat, a Vanhell Spasm will do (Itīs very probably that you have it).
For some armys, more than 3 fell bats itīs a big problem, and they are infantery, add +1D6 wounds, and you can use the dice of vampire of the one form more useful. And, is probably that units think two times if they want flee of the charge of 5 blood knights if have 5 fell bats behind.
Well, sorry for the mistakes and a big greet for all