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I'm currently working on getting all the rules for WHFB down (I've got most of them, but not all yet) and at the same time learning my way around the VC. I've written this list to be forgiving as well as balanced, I hope it can fulfill these requirements
- Vampire Lord ~goes in the Skeleton block with no command
-Master of the Dark Arts, Forbidden Lore, Lord of the Dead
-Staff of Damnation, Helm of Commandment, Dispel Scroll
-Level 3 Wizard
- Vampire ~goes in one Skeleton block with command
-Avatar of Death (HW/S), Lord of the Dead
-The Book of Arkhan
- Vampire ~goes in the other Skeleton block with command
-Flying Horror, Avatar of Death (GW)
- Necromancer ~goes on the corpse cart
-Black Periept, Dispel Scroll
-Vanhel’s Danse Macabre
- 10 Skeletons
- 10 Skeletons
- 10 Skeletons
- Corpse Cart
- 7 Dire Wolves
- 20 Grave Guard
- 5 Black Knights
- 4 Blood Knights
-Royal Standard of Strigos
PD: 10 + Pariept + 3 Bounds
DD: 6 + Pariept + 2 Scroll
I'll be relying more upon raising my initial blocks of Skeleton in the first 2 turns. Although I cannot rely on magic, I feel like I should have a good shot with the amount of magic I'm bringing.
The biggest problem I see is that you lord is a caster vampire in a tiny unit of skeletons with no command. This is pretty much a sitting duck. If any rank and file unit gets into combat with his unit, he's pretty much a goner. I can't tell you how many vampire lords I've killed through static combat resolution.
It's entirely possible you can avoid combat with your lord in this case, but it seems to be to be an unnecessary risk.
Other than that worry it looks like a great list!
The List looks good I would like to weaken the Dire Wolves to 5 and try (by erasing another thing) to afford one or two additional units of DWs. The reason to why you've bought these Wolves is probably to be able to control the BKs, but one unit of Wolves will most likely die to shooting, leaving the BKs uncontrollable
Ask Nagash! Click on the banner...
WiP TK Army!
a) squishy general. your lord is compleatly naked! it's not that hard to put 3 wounds onto a T5 model, even if you do try and hide him in a unit at the back...
get some armour and if at all possible a ward save onto your general. (because if/when he dies, it's almost a garunteed 'game over' for you!)
b) too much genralisation in characters. vamps don't really make good candidates for trying to balance combat & magic. you're better off picking a role and then building to it! at worst, you're still a Lv1 wizard anyways, so it's not always a bad idea to have a pure fighter hanging around.
c) core units are too small. anyone who's ever fought against vampires before will look at your small units and aim for first turn... they'll concentrate on a single unit untill it's gone, and thus limit your forces right off the bat.
that's never a good spot to be caught in! get your front 2 units of skellies upto at least 15 so that you can survive an opening barrage... (hopefully!)
d) blood knights. unless you can take 5, don't take any! 4 will go down very quickly as it's an easy chunk of victory points... plus, you can't safely keep characters in the unit since you don't get a look out sir, and hits can be randomised...
drop them for now, or else lose the black knights & corpse cart so you can bulk out your army!
hope this helps,
I think 4 BK's would likely work out just fine if properly screened. Usually in a 2k game you'll see 5-6 with the regeneration banner though.
As said earlier, you may want to drop the Blood Knights or Black Knights to bulk up the rest of your army a bit.