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This army will primarily be for friendly battles and against Lizardmen and Orcs. With that being said, I strive to win the battles!
Furthermore i strive for a hard-hitting combat force, with magic primarily used for IoN and Valhals.
Vampire lord - 280
Infinite hatred, sword of might, crown of the damned.
Necromancer - 70
Extra spell: Valhals dance of macabre.
20x Skeleton Warriors - 225
Full command, spears.
20x Crypt Ghouls - 168
18x Grave Guard - 309
Full command, great weapons, banner of barrows.
* I will remove one ghoul or skeleton so the points want exceed points limit, but haven't decided which one yet.
Varghulf and blackcoach will take a flank each supported by skeletons and ghouls. Grave guard with vampire lord will placed in center. Fellbats will be there to take out warmachines and lonely casters. The Necromancer will stay behind the line to boost the units.
I would like some constructive criticism and advice in order to improve the army/tactics.
Thanks in advance.
EDIT: point costs removed from vargulf, black coach, fellbats.
Last edited by Mik-l; December 4th, 2010 at 23:08.
I personally don't like fell bats. I think they get shot up too easily, and I've never had them fair well against anything. And since we can no longer "out number by fear causing foe", I find them less than usefull.
On the whole, not a bad list in my opinion. I might break up the ghouls into two units of 10, or even beef them up a bit with the points left over from chunking the fellbats, but I like mobility. GG with great weapons are nice. They'll pack a good punch at this point level. Just watch out for someone who might try to dominate the magic phase as such a small point level. If you can find/spare the points, consider forbidden lore on your lord. The way magic works nowdays, more spells is better. Imagine you roll 12 for winds of magic but only have the two spells. But if you have all 6 spells, all the sudden 12 is a scary number of power dice, especially at lower point scales. Just something to think about.
Also, don't list point values for unmodified units/models. GW and Admins get kinda peeved. Delete the points (or just ****** them out) for the following: Vargulf, black coach, fellbats. Everything else is fine, because there are extra things in them that make point derivation less than straight forward.
I would probably drop the fell bats and black coach at 1500pts but thats just me. I would rather hav another character to play with, maybe a WK with sword of kings, possibly even making him a bsb. I mean do you want your power dice being sucked up by the black coach as powerfull as it could get, and then again your taking a gamble it will even get that good. having said that i dont have a mssive amount of experiance with a BC compared to the other rare choices. I think your best bet is to choose what you want more, your varghulf or BC and stick with one. put the left over points towards somthing more usefull. As for the bats i would still drop them.
Keep your ghouls in one unit. 8th ed is about big units and lots of attacks so have them at least 6 wide.
Possibly drop the champion on the skeletons to get rid of the 7 pts over
From my observations your trying to run a fighty vampire with the necromancer as your caster however if you are trying to run a fighty vamp at 1500 why not just pick up Konrad? If memory serves me right he's cheaper then 280 points and is far more devastating. Fell bats are nice war machine hunters so i think its a nice choice. Skeletons seem like nice bunker for necro and the Grave guard for Konrad or if you choose not to run him then the vampire. Black coach is a nice choice. Why the Varghulf? It is more then likely the worst monster in the game :/ i'd recommend scrapping it and grabbing a vamp with helm of command :/. Of course if you really like your Varg you can keep it but i think in a non 2k point game you just cant spare those points on a liability .