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I am new to Warhammer Fantasy but have been interested to start playing and collecting. I am thinking starting a new Vampire Counts army that would be fun to paint and have casual battles. Since this is my first fantasy army that I want to put together. Also interested to see any points of views, advice and drawbacks for this army list from experience players in the Warhammer world.
Thank you and hope to hear from you.
Master of the dead
Level 4 Wizard
Vampire = ...........................147
Skeleton Warriors 30 x 2 Units = .....360
Dire Wolves 5 x 1 Units = .............40
Vargheists x 4 = 184
2 Units = .............................368
Varghulf 2 x Units = .................350
..............................................1485 Total Points
Last edited by cubmexjr; January 26th, 2012 at 15:10. Reason: Updated
Remember you should only post the final points value of the units.
Just checking ive understood this right is it two flying Horror vamps with SCOTN?
Why a Cairn Wraith?
3 units of Vargheists. Nasty!
Yes people i know that my spelling and punctuation is awful but I am product of British teaching pollicies so what can I do about it?
Welcome to Librarium Online (LO) and Warhammer Fantasy Battle (WF. Let me just say that you have made a good choice for a starter army which is interesting to play and has some great new models.
My first advice would be that in this version of warhammer, (8th edition), its all about big block units. These guys may seem boring at times but they will provide you with the anvil and basic combat bonuses like a Standard, Ranks, and a safe place for your characters to hide, whilst your hammer units like your vargheists take on small units or slam into the rear and flanks of enemy troops.
Because of this, and as a general personbal rule, i would say drop your wolves all together, and take 2 solid blocks of infantry, up to 375pts or just over, as this is the minimum amout of points that MUST be spent on core options at 1500pts. I highly recomend Skeletons as your bunker unit (unit that will absorb damage throughout the game without giving much ground) and you will want to take them at 30model strong at least. Keep them with Hand Weapon and Shield so you gain a 6+ Parry save on top of a 5+ armour save. (In the current game this wont save you from much, but is currently the best option). This will cost you 180pts with Full Command (FC(Champion + Musician + Standard)) if i remember correctly, meaning you need to spend another 195pts on core options.
For your second Core unit i suggest a unit of Zombies. These guys are in truth, not going to win combats alone, and are even worse than skeletons. They are good, because they are very cheap so you can take large numbers of them, but also because as long as you have someone casting invocation on them, they will recover models above thier starting unit size very quickly. If you can boost a starting unit to above 50 models then its a struggle for your apponent to deal with them, meaning they either bog down units for the game or act as the anvil whilst a stronger unit plows into you enemy. I suggest a unit once again around 30 strong with FC which should put you just over 100pts.
With the remaining points i would them look at buying some wolves if you still want them. a big unit of 10 will easily see you reach the minimum you need to spend on core units.
On your vargheist unit i wouldnt bother with a unit champion. its not worth it for the extra 1 attack, and it could be challegend by hero character with a good defense which means you wont be able to use its attacks on the unit so the attacks will general be lost. Also maybe look at 2 units of 4, rather than 3 units of 3. It may make your army seem considerable smaller so you may want to go back at some point to 3 units of 3. But with 4 each unit benifits effectivley from 3 additional wounds and 4 attacks, making each units stronger.
I love the Terrorgheist model, unfortunatly it is only going to be moving at 10" each turn that it starts out of 12" of your General. I certainly wouldnt waste points on the upgrades, you dont want this guy in combat unless you have to. you should be using him to fly nea to small elite units like knights, (stay out of thier line os sight so they cant charge you) and use your shriek attack. You do have some combat ability due to Thunder Stomp but i wouldnt use it in combat unless i had a Ghoul King on top with lots of attacks and rerolls.
Personaly, I would opt for a Varghulf or 2, even a unit of blodd knights (modled from chaos knights to save money), over using a Terrorghiest on its own.
Will post more on characters once im home.
Yes I made both of the Vampire Heroes the same to keep behind the dire wolves to boost them and use as quick reaction force. The flying would help maneuver and position a lot easier and the SCOTN boost the dire wolves ranks and loses. for the Cairn Wraith just leftover points that I wanted to use up but I may drop him and get enchanted weapons for the Vampires or boost the rank of the Dire Wolves. I am open for suggestions so please point out any flaws that I ma have over look or overlooking.
Sorry for the army list I am new to blogging I will try to do better and correct any mistakes.
For my Special and Rare Units I will drop the Terrorgheist even if I love the model itself but I love the Varghulf also and will take 2 to better maneuver around the battlefield. For the Vargheist you also sold me out on a 2 units 4.
Army list has been updated!
You list is looking alot more solid now unit wise.
For characters i think you have it half right. What you want is a Vampire, and a Necromancer. Vampire counts armies literatly live off magic. Unlike tha last edition of VC where Necros were a cheap way to get an extra caster, in this edition Necromancers have become the be all and end all for your magic needs. Vampires, when geared up for casting are far too overpointed in anything but the more expensive games. Rule of thumb is you should have a necromancer for keeping your units alive, and a vampire for combat, and casting the odd nasty spell or invocation if your necromancer is struggling.
The Necromancer should be upgraded to Level (lvl) 2, and also be given the Master of Dead upgrade so that when he casts invocation, any skeleton units affected can be raised above thier starting unit size, in this case above 30. The bigger these units become, generaly the better off you will be. I would stop around 50 strong though and see what other spells you can cast. It may be worth taking a magic item witha bound spell like "Rod of Flaming Death", or "Cursed Book". They are expensive and leave you with little points for any deffense on your Necro but they are good to surprise your opponent. Maybe take a Bound item from the BRB magic items section.
This means you can Have your necormancer sat at the back in your units as the General, whislt you tool up your vamp as a lvl 1 who can either babysit the necromancer, or go off with your other fast units to lend a hand. First working on your vampire, I think you will find using a Great Weapon (GW) will help you out alot more than the extra attack from and Aditional Hand Weapon (AHW). If you do use a GW i sugest taking the Bloodline power which lets you Alwasy Strike First (asf), as this counters the Always Strike Last (ASL) rule from the gw, letting you hit at Initiative order. As you have a high initiative you will often strike before your enemy. Even better is if you take maic items from the Basic Rule Book (BR.
So...basicaly, Take a Necromancer to do your magic and use your vamps casting if your struggling or have a sudden need, and take a Vampire to increase your vampires carnage. I know some people even take a necromancer lord at this points limit just to help get spells off, but in a fun list i think a lvl 2 necro and a lvl 1 vamp is ample.
Ok Army List has been updated I am going with a Master Necromancer to be the General of the Army and to try to ensure the boosting of the infantry blocks. My points are running low for heroes so going with a vampire with a GW to keep the Necromancer some company. I also give him Flaying Horror to support the other flying units in case the opportunity arises.
I think this army set up has drastically change thanks saltrock36 for taking the time and help me out in reorganizing my army list. Anymore points of view or advice are welcome.
I go pick up the heroes and some core units to start working on them and the challenging part of this army is taking the time to paint them and make them look awesome…
This will take some time to get my army together but when ready will test them and let you know how the perform.