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  1. #1
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    2250 Vamps competitive

    Lords and Heroes

    Vamp Lord
    Red Fury
    Dark Acolyte
    Sword of Might
    Black Periapt
    Night shroud
    Rod of Flaming Death
    Summon Ghouls-390

    Vamp
    Hellsteed
    Supernatural horror
    Flayed Hauberk
    Balefire Spike
    Summon Creatures of the Night-195

    Vamp
    Book of Arkhan
    Avatar of Death
    Dark Acolyte
    BSB-210

    Core

    15 Ghouls

    20 Zombies

    5 Dire Wolves
    5 Dire Wolves

    Special

    24 Grave Guard
    shields
    champ+standard-312

    24 Grave Guard
    shields
    champ+standard-312

    3 Fell Bats-60

    6 Black Knights
    barding
    standard
    Banner of Hellish Vigour-209

    Rare

    5 Wraiths
    Banshee-275

    8PD with 2 bound with periapt
    6DD with periapt

    My characters are a bit jack of all trades-ish but I think they serve the purpose well. I think most of this is straightforward, with a like for terror bombing and such. The flying vamp will hide with the Bats and try to use them to screen him and then rip up the backfield. The magic isn't quite strong but I hope that it would be sufficient. I like this army a lot just in the units and the heavy wight theme and the way it will look, but I realize it has weaknesses. Anyway, just looking for some opinions and comments. Cheers and thanks.


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  3. #2
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    Quote Originally Posted by insomniac666 View Post
    Lords and Heroes

    Vamp Lord
    Red Fury
    Dark Acolyte
    Sword of Might
    Black Periapt
    Night shroud
    Rod of Flaming Death
    Summon Ghouls-390
    +++ for a fighty general, he's way too squishy... poor armour save, no ward and lackluster attacking potential... (ie: if he whiffles, he's absolutely going to be toast!)
    to help out, i'd make the following changes;
    - trade the nightshroud & periapt for walach's bloody hauberk. better save & includes a ward on top of it!
    - swap acolyte for infinite hatred to ensure the dice don't screw you over. re-rolls for safety!
    - buy the 3rd magic level & a nightmare for a bit of added protection.
    now he's a little beefier, plus he's far less prone to crappy dice syndrome!+++


    Vamp
    Hellsteed
    Supernatural horror
    Flayed Hauberk
    Balefire Spike
    Summon Creatures of the Night-195
    +++ you still have the pts to add-on the periapt that your lord gave up, so put it here!+++

    Vamp
    Book of Arkhan
    Avatar of Death
    Dark Acolyte
    BSB-210
    +++ i'd drop the BSB upgrade... if you really want a BSB, then take a wight king since they're alot sturdier and thus, far less prone to giving up the extra VP's for losing the battle standard! vamps i find are just too tempting a target and they're fairly squishy...+++

    Core

    15 Ghouls

    20 Zombies

    5 Dire Wolves
    5 Dire Wolves
    +++ note that dire wolves DO NOT! count towards your minimum core requirements. thus, you need 1 more unit of ghouls/zombies to have a legal list...
    i suggest ghouls since zombies are utter poop! plus, you can summon zombies for fewer VP's!

    keep in mind too, when using dires, it's best to use them in a unit of 7 w/doom wolf so that you also get a handy doggy trap out of the unit... dogs suck in all honesty. they're paying pts for being fast cav and have none of the real benifits! (all they get is the free reform) they're worse than skellies/ghouls in combat and are insanely hard to heal back.
    the doggy trap at least has it's use for holding up any character who's riding a monster, since you can simply challenge w/doom wolf and pin the character in place for a turn...+++


    Special

    24 Grave Guard
    shields
    champ+standard-312

    24 Grave Guard
    shields
    champ+standard-312
    +++ with sword & board units, you only really need 20... use the extra pts to get at least the banner of the barrows on a unit. this takes some of the pressure off of really needing to get 2 sources of vanhel's for the combat re-rolls! (since wights have WS crap and struggle to actually hit stuff!)+++

    3 Fell Bats-60

    6 Black Knights
    barding
    standard
    Banner of Hellish Vigour-209
    +++ lose the barding - all it does is slow down your unit! missile fire shouldn't be an issue since you can simply hide these guys in terrain to keep them reletively safe!+++

    Rare

    5 Wraiths
    Banshee-275

    8PD with 2 bound with periapt
    6DD with periapt
    hope this helps,
    cheers!

  4. #3
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    Yea this is perfect advice. I realized there were some flaws but I just didn't know what really to switch around to keep it similar but better. Thanks a ton. I'll post a revised list soon, once I've worked it out.

  5. #4
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    Lords and Heroes

    Vamp Lord
    Red Fury
    Infinite Hatred
    Sword of Might
    Book of Arkhan
    Night shroud
    Extra Magic Level
    Summon Ghouls
    Helm of Commandment-445

    Vamp
    Hellsteed
    Supernatural horror
    Cadavarous Cuirass
    Balefire Spike
    Summon Creatures of the Night
    Black Periapt-200

    Vamp
    Flayed Hauberk
    Sword of Battle
    Summon Ghouls
    Dark Acolyte-185

    Core

    14 Ghouls

    14 Ghouls

    20 Zombies

    7 Dire Wolves
    Doomwolf-66

    Special

    20 Grave Guard
    shields
    champ+standard-264

    20 Grave Guard
    shields
    champ+standard-264

    3 Fell Bats-60

    6 Black Knights
    standard
    Banner of Hellish Vigour-185

    Rare

    5 Wraiths
    Banshee-275

    K so when I was looking at the lord, I realized hatred was definitely a must so I followed there, but I also felt that 3+/5+ can be punched through pretty easily so instead I kept the nightshroud, I'll just hope to kill him before he kills me. The other thing I noticed was that my second caster was low on the fightyness, so I added some armor and the extra attack, and also made him able to bump the ghouls up too. The rest is simply the changes in the army that I could fit in. I think it's much better now and is awesome with mostly ghouls, wights and wraiths.

    The center of my army should look like this, with the wolves, knights, bats and wraiths deploying where needed and where they can do the best.
    ---------------G-----Z-----G---------------
    ------------------GG---GG-----------------
    Last edited by insomniac666; April 18th, 2010 at 01:35.

  6. #5
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    Remember that Barding does NOT affect the movement of Black Knights as they follow the rules for ethereal creatures regarding their movement. Therefore, it is certainly worth buying.
    Last edited by Stryder; April 17th, 2010 at 22:46. Reason: Typo!

  7. #6
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    Nah, in the FAQ they address this, barding reduces movement by 1.

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