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Vampire Lord- red fury, infinite hatred, avatar of death (hw and shield), talisman of preservation, ogre blade, the other tricksters shard. 400
Vampire- battle standard bearer, Ghoulkin, avatar of death (Hw and shield), screaming banner. 210
Vampire- Forbidden lore (Death), Flayed hauberk. 160
\Unsure about lore?
Necromancer- Van hels danse macrabe. 55
30 ghouls- ghast. 248 (Vampire lord in this unit)
30 ghouls- ghats. 248 (other vampires in this unit)
10 ghouls-ghast. 88 (Flanking unit)
10 Ghouls-ghast. 88 (Flanking unit)
6 Dire wolves. 48 (joins varghulf to go after warmachine or for flank charges).
3 Fell bats. 60 (warmachine hunting)
Black coach. 200 (Put on flank and watch it go a really awesome unit and will destroy other flanking units)
Varghulf. 175 (Their to hunt other flankers)
The ghouls can pretty much take on anything with the necromancer boosting their abilities, the magic vampire provides further magic support, the units of 10 ghouls are supporting units helping with flank charges or if the circumstances dictate be sacrificial lambs, as the big ghoul units hold the centre the other units will get flank/rear charges in a classic bull and horns tactic.
any feedback will be nice and feel free to be harsh.
First thing i notice is a vampire carrying the BSB? I like how your trying to really use the advantage of vampire powers. Think its a good idea.
ask anyone, i hate dire wolves and think there complete crap. Now with Fear being hit hard, they are exactly what i believe. Over priced, crappy units. I would stay away from these guys.
Stay away from death. This edition death has 1 purpose, and thats the sun spell. I cant see your army casting a lot of spells so your opponent will just be waiting for you to cast the sun. Without that spell death is not to good.
Im guessing this is 2k, 2250 range of point. and the main thing i see about your army is its KO potential. You dont have a lot of heros that can kill units in combat. Ghouls are good for monster huntering and dealing with hard to kill units, not basic blocks of core. No Graveguard what so ever, so once your coach or varg go down, your army is going to have a hard time killing stuff. Against 30 man blocks you will ahve a very hard time trying to kill with just ghouls.
The other problem is your notes say every unit is flanking unit but 2 ghoul squads. I think this army was built to play against a friend or another player in mind who used a cheezy range army or was abusing war machines. If thats the case, put in descriptions. If you want an all ghoul army to work i would def invest in some more vampires who can fight. Drop the nec all together. And fill your roster with more ghouls.
Cliff notes: Drop Varg because unless you plan to augment helm him, he isnt too good. Dire Wolves(Way over priced with loss of fear) and Nec because Vanhel's a bit nerfed and dont want nec taking dice away from casting vamp.
Add Graveguard for that extra punch your army needs or add a Fighting Vampire and more Ghouls to crash middle, either buff up the 10 man sqauds or make new 1's.
Last edited by ZombieCancer; July 29th, 2010 at 20:44.
Good Luck and have fun!
8th Ed WOOT
What do you think of wight kings, should I include one of those?
What makes grave guard so good in this addition how will they be better killing 30 man blocks than ghouls?
Lore of Light or Beast i think is popular with the army you run. Havent played with those but i think thats what most people will tell you. Strigos is always a great banner to take.
I still love my Vangels too, and it might work with your army, but if thats the case, i would jump up to 2 Nec's or make the 3rd vamp have Dark Acolyte and pray you get Vanhel's. Or spend points on the magic item that has it as bound spell. I think Vanhel can be good, but a solo nec trying to cast it i feel will be a long shot.
I love Wight Kings, but i always have terrible luck with them. Last 4 Games: Killing blowed by Skull Taker. Killing blowed by Bret Lord. Smashed bad by Ogre Tyrant. Kicked butt against Wood Elves. These guys have goo stats and very cheap. I love them but i have rotten luck with them.
Graveguard Well for example lets say 30 spearmen vs 20 GG, vs 30 spearmen vs 30 Ghouls
GG w/ Hand/shield 10 attacks with hatred(Strigos) str 4 and killing blows. 1/2 will make first attack, then 1/2 on rerolls so 7 dice. To wound 3+ and -1 to there save so 4-5 wounds -1 save. all fail maybe 1. means 4-5 Dead. Attacks back they have 50% hit so 15. Then 5+ to wound so 5 wound. You get 4+ save so 2-3 save, then 6+ ward. This may or maynot work. 1 dead. 5-2
GG w/ GW 10 attacks 7 hit. then 2+ wounds so 6 wounds -3 to save so no save 6 Dead. Attacks back 15 hit, 5 wound and only 1-2 save. score 6-3
Ghouls, No strigos except 1 squad. 30 attacks 15 hit. wound roll 4+ so 7-8 wound. Poison attacks may boost this number. 7-10 Then 5+ save so average kill 3-4 saves. Attacks back 30, 15 hit. 5+ wound so 5 wounds. Score 3-4 to 5.
Overall Break down: GG with hand: Kill 5 lose 1-3. GG with GW: Kill 6 Lose 2-3
Ghouls: Kill 3-4 Lose 5. These are at very basic stats that most players play with. No spell help, no item help other than Standard in GG which is usually a must//always.
Gravguard also get Free Reform and +1 Combat res just from full command.
Last edited by ZombieCancer; July 30th, 2010 at 22:58.
Good Luck and have fun!
8th Ed WOOT
ok only problem i can see also looking at as though its around 2k ish list dont have my book to hand
Break point at 2k your break point is 2 and u only have the general 2 and BSB 1 so ur army is goinf to break preety dang fast