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Nowadays at my local store I generally play my friend who is great with Wood Elves, and now has an army that has been designed to smash me. I must say, it works pretty well. It's a full combat army, and has 5 Dispel dice and 2 scrolls to shut down my magic phase. I have a new 1500 list that I intend to use against him, and would really appreciate some help.
Vampire 185 (GENERAL)
Dark Acolyte, Summon Ghouls
Sword of Battle, Flayed Hauberk
Dark Acolyte, Summon Ghouls
Book of Arkhan
Avatar of Death, Lord of the Dead
Sword of Might, Sceptre De Noirot
14 Ghouls 120
14 Ghouls 120
15 Skeletons 140
Corpse Cart 100
Corpse Cart 75
5 Black Knights 180
5 Black Knights 225
Banner of the Barrows
I need to buy a battalion and then I have the 2nd Corpse Cart and the 20 Skellies, but I have everything else. The plan is to play defensively, and wait for him to get to me. The Corpse Carts are invaluable against Wood Elves, always striking first is a huge bonus. The Skeletons and Ghouls are there to take out the smaller units, Dryads and Wild Riders. I hope that if I get the charge I can pull it off. The 2 Black Knight units on the charge can take out any of the Wood Elf units, and I have the Sceptre because I'm gonna have 60 zombies and not start off with any of them. Also because zombies are my best chance of getting rid of the Alter Noble or the Treeman.
All help would be appreciated. Thanks heaps in advance.
here's some thoughts
- Would be nice if you could fit in a black periapt for an extra power dice, (you could equip vamp 1 with biting blade+flayed hauberk+black periapt)
- I prefer strigoi banner over banner of the barrows (it's much safer on the charge)
the list looks good though, I think you have a good chance of smashing those elves, good luck!
Thanks. The trouble is that my Black Knights quite often end up in protracted combats, not the one-turn smash so I like to be able to get a hitting bonus in each turn. Also his treeman and alter noble are generally the ones targeting my Black Knights, and I'll never break those two when he charges me so I prefer barrows as opposed to Strigoi. I personally do like the Banner of Strigos more than Barrows, but Barrows will probably help more. I'm not sure about the black periapt, a lot of people like it but I always end up using all my dice.
If you know you're going against a treeman you could give the other black knight unit the banner of hellfire, and also you could equip one vamp with a nightmare and balefirespike
Yeah, but it seems a bit cheap. I like to handle a treeman best by summoning a million zombies and Vanhel'sing them into the tree. It annoys the hell out of him.
If he's bringing a treeman at this point level, thankfully it cannot have the annoyance of netlings... so I'd bring a dreadknight/infinite hatred vamp with the balefire spike and enchanted shield in order to deal with him. not too point heavy and actually has a chance of taking down the treeman. Plus your opponent would probably enjoy a fight more than being tarpitted all game with one of his best units.
the double black knight combo is a sound strategy due to the woods no longer being cover... I'm not sure how much in the wood elf army could stand up to a knight charge with magical attacks.... no armor save and no ward save for any of his forest spirits... just don't combo charge with anything he can wrack up CR for killing and you should do fine... with the black knights is more about who you attack though... dryads are a nice target (no saves, no static CR) - treeman, treekin - not so much - you'll get stuck..
woodelves are a tricky army to fight because most often they get to choose the combats... vanhels will take that choice away from them, so try to ensure it's in your list somewhere (book or necro on one of the corpse carts), and if you do get stuck in one of those protracted combats, vanhels on the second round of combat is very sweet....
The trouble is that I can't always roll Vanhels. I have the book of Arkhan but that's not gonna help too much. He has 5 dispel dice and 2 scrolls and knows what spells to dispel and which ones to leave behind.
perhaps changing one of your vamps to a necro, giving him the book, and vanhels, then bunkering him on one of the corpse carts... that's two vanhel's a turn even if you don't roll it. keep the necro in the support role, then your other hero vamp can be tooled specifically for combat or magic to try and tip the scales in either role...
you also save points by sticking to either skellies or ghouls, and then only require one master power to keep both up in numbers - however if that's the models you have, then you'd have to split it up...
also to save points, I'd probably only run one cart....
The battalion gives me skeletons, so I'm gonna have to use skeletons. The thing is that they can take a hit that ghouls can't, so I want at least one unit of them in my army. I'm a bit opposed to Necromancers, because the only way I'd run one is with Invocation, Vanhels and 2 stones, but that necromancer will get smashed in combat. He has 2 units of Wild Riders, some Glade Riders and an Alter Noble. At least one of them will get to my Necromancer and mash him.
''The thing is that they can take a hit that ghouls can't'' ??
Against wood elves skeletons and ghouls die at about the same rate but normally ghouls are harder to kill than skeletons, don't forget that skeletons have WS2, and many shooters have armor piercing, I almost cried when I read how good the new ghouls are since I have 100 painted skeletons