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vampire - master of the black arts, blood drinker - 190
necromancer - 2 extra spells, septre de noirot riding a corpe cart with unholy lodestone - 195
20 skeletons - full command - 180
10 skeletons - full command - 100
19 crypt ghouls - 152
5 dire wolves
need feedback plz and am new so sos if i made any mistakes
also what would be good to add to it
Last edited by psychosheep; April 3rd, 2010 at 23:24.
Keep in mind though that overall there's very little you can do at only 1000pts. VC's aren't really ment to play low-pts games, especially now in 8th where our book is so devastatingly under-powered.
You'd be better off aiming for 1500pts as your minimum simply because of;
a) We're 100% relyant on our characters & magic, plus we *must* have a vampire general. Due to how expensive our characters are, and how vitally important our general is, we need higher pts than most other armies to even stand a chance!
b) our core is insanely bad and yet we're forced to include more of it than our book is designed for!
c) Our hammer units all cost a good chunk of pts and thus, we really can't include them at only 1000pts... Grave Guard are about the only option, but you're typically only looking at about a unit of 15-18 which is risky to say the least.
Plus, our hammers still require support, which is lacking in these small sized games.
As for what to add-on from your base, here are some ideas;
- a hammer unit. Most VC players prefer grave guard since they're the most reliable option; a solid ranked unit of heavy infantry! Support them with the barrows banner and a wight king and they'll do wonders. Add on a BSB w/drakenhof banner and give them higher WS from a helm of commandment toting vamp and you get extreme over-kill!
- flank threats. Another vargulf, and then you can have some fun with our other rares. Wraiths are the riskiest option and tend to be a hit-or-miss option... Against opponents who are lacking in magical attacks, wraiths are godly! Against armies with lots of magic or daemons, wraiths are liable to get blown to pieces early on.
Blood Knights are epic fun, but again, you need to support them. Ideally you'll want a fighty vampire with the blood drinker to help heal the unit, and the banner of blood keep to give the unit some solid missile protection.
Thus, these guys tend to be reserved for the 2500pts+ range where you can afford the propper protection since the knight themselves are over-costed.
The Black Coach is the final option. It's fun, but it can suck up alot of your power dice... While it will also do the same to your opponent's dice, it's best to ensure first that you have say a secondary vampire w/MotBA's who can help suppliment your magic phase.
- character support. Our army is totally relyant on it's characters - even more so in 8th! Your general should ideally never see combat, or if you go for the fighty option, then you should ensure you general has at least a 3+/4++ saves.
The helm of commandment is a "must have" unless you take a vampire w/light magic.
Necros are ace since they offer you ways to get multiple sources of vanhel's danse which is a key spell due to it's additional movement and it combat-boosting abilities. Necros are also a key source for creating 'invocation batteries' since you can happily risk the single dice casting attempts with these cheap wizards instead of your more crucial vamps!
Wight Kings make for ideal BSB's and/or adding some cheap offensive punch to a unit. These guys are easily one of the most cost-efficient heroes in the entire game!
Anyways, hope this helps,