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heh So always been a fan of WHFB and picked up the VC book to start my army. Cool thing is, my local gaming store is starting a sort of 'escalation campaign.' Don't quite know all the details yet, but the basic premise is armies starting at 250pts for the first month and then jumping in 250pt increments every month after that (250 1st month, 500 2nd month, 750 3rd month, etc.) so it gives players time to purchase and paint their models in moderation and not feel overwhelmed. I thought it would be a great way to get started and not blow $500 in 2 days buying everything.
Unfortunately, the army starts out quite small, which I've heard is pretty much the bane of VC.
My question is, what the hell do you make VC army out of with just 250pts?! Just skellies and zombies? Not too sure about rules on generals with such low points, but if I have to take a Vampire, that's easily 50-60% of my army right there...
Just take crypt ghouls as core units and zombies for raising,
here are example lists in case you have to take a vampire:
- vampire, dread knight, sceptre de noirot : 150
- 12 ghouls : 96
- vampire, dreadknight, summon ghouls, black periapt, biting blade : 160
- 10 ghouls, 1 ghast : 88
- vampire, avatar of death, talisman of the lycni: 130
- 10 ghouls: 80
- 5 dire wolves: 40
(mounted characters can join infantry units)
hope this helps!
That does indeed help. Thanks!
Just one question, in the 3rd list, what is the Vampire doing with the Talisman? Does he join the wolves? Or does the improved movement transfer across the whole unit of ghouls? Or perhaps he stays on his own? (I'm not serious about that last one...)
In the third list the vampire probably initially goes with the wolfs for protection and can possibly charge out of the unit later.
(A character's movement does not transfer across a unit)
The third list is more of a fun list, not really a good one (gambling with you're general is not really a good thing when u got vampire counts)
Last edited by Zatarra; April 1st, 2009 at 12:27.
All those lists only have 1 core making them illegal...(or am I crazy?)
in 250p campaign 1 core unit is probably the minimum instead of 2, (or you would have to take isabella which would really suck)
Alright, so I found out more about how this whole thing starts off. At the 250-500 pt range the Vampire requirement has been waived. a Necromancer, or even a Champion can be elevated to the rank of 'general' since the points are so low. Starting at 750pts is when a Vampire must be taken.
With that in mind, would it be better to settle for a Necro with IoN and more skellies/ghouls? Or don't even use a Hero at all and just play with a Champion and lots more zombies/skellies/ghouls?
Before I can answer I need to know a few things: does the army crumble when this alternative general dies? can units make a marche move when in range of this alternative general? how many core units are required? and do you have to keep the units/characters you start out with?
Last edited by Zatarra; April 3rd, 2009 at 17:34.
1.) Yes, the crumble rule is in effect for the Alt General. Something like the Vampire granted him a magical item to keep the undead under his control. He dies, magic item is gone = crumble.
2.) March move works the same way with the Alt as it does with Vampires.
3.) 1+ Core unit minimum
4.) Yes, units must stay the same.*
*: The 'campaign' is run by a point system (ie 3pts for a win, 2 for a draw and 1 for a loss). If at the week where points increase you are in last place, you get one free unit change. Not sure on costs to change otherwise.
well if the minimum for core units is 1 I'd definitely go with the vampire, the first two lists I gave you earlier will do well I think,
here's another vampire list:
vampire, dark acolyte, summon ghouls, flayed hauberk : 170
10 ghouls: 80
here's a few non-vampiric lists:
wight king, great weapon: 85
7 grave guards: 84
10 ghouls: 80
12 ghouls (6 wide): 96
12 ghouls: 96
6 black knights + hellknight upgrade (alt gen): 160
11 ghouls: 88
good luck with the campaign!
Last edited by Zatarra; April 4th, 2009 at 13:16.