[1500] Strigoi - Warhammer 40K Fantasy
 

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Thread: [1500] Strigoi

  1. #1
    Member evilbob's Avatar
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    [1500] Strigoi

    VC army


    Heroes 345 pts

    Strigoi vampire thrall w/ iron sinews and infinite hatred

    Wraith

    Necromancer
    Dispel scroll

    Core 416 pts

    35zombies standard

    10dire wolves

    10 dire wolves

    12 ghouls


    Special 522 pts

    8 BK banner O’ barrows

    8 BK banner O’ barrows

    rare 192 pts

    4 ironguts

    1475 pts altogether

    how do you think this list would do. my main opponents will be ogres, orcs/goblins, empire, high elves and beasts/hordes of chaos


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  3. #2
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    more magic :mellow:

    Less Bks :mellow:

    More core units (skeles, zombies) :mellow:

    ws the point of a wraith? :mellow:
    "Heresy is like a garden weed, it won't stop feeding until you... BURN THE WHOLE DAMN GARDEN WITH A FLAMER, BURN IT, BURN IT TO HELL!!!!!" "Is there a wittle puppy in the garden? ITS A DAEMON! BURN IT!"

  4. #3
    /botnobot/ DavidWC09's Avatar
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    1275 (x8)

    Welcome to LO, EvilBob.

    Drop the wraith for a necromancer. Wraiths rarely pay off. Necromancers almost always do. And another magic user means another chance to pull off IoN.

    And Necromancers have some great magic items available, like the Book of Arkhan. VC players almost always take it. I also like the power familiar, but I wouldn't use it in your list. It'd only bump you up to 5 or 7 power dice depending on how many necros you take.

    The Strigoi looks good.

    I'd lower the size of the zombie unit to 20 or 25. Lower the size of the wolves to 6 or 7. Then add another zombie unit. Zombies are worthless combatants. They win through fear and outnumbering, which means flank or rear charges. And one unit can't support itself. It needs the support of another unit, and the support of troops you'll be raising (why another necro is so important).

    BKs are tough, but that's a lot at this point level. I'd strongly suggest dropping one unit and seeing how else you might use the points. A lot of VC players don't touch wights below 2000 pts, but I sometimes do at 1500. What stinks is losing a unit of them in a game where they make up a large percentage of your points. The War Banner is a great banner for knights. Otherwise, the Banner of the Barrows.

    I like Ogre mercenaries. I haven't fielded mine yet, but I wonder if four's enough to make a difference. An OK player could answer that better than I can though.

    Ghouls are terrific. A unit of 12 is a good size. Depending on the game you can break them into two smaller units, but there are pluses and minuses to that.

    Once the tactics forum reappears, check out the VC tactics there. That helped me a lot.

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    4 iron guts would kick ass.

    Just dont see how ghouls would help against choas...
    "Heresy is like a garden weed, it won't stop feeding until you... BURN THE WHOLE DAMN GARDEN WITH A FLAMER, BURN IT, BURN IT TO HELL!!!!!" "Is there a wittle puppy in the garden? ITS A DAEMON! BURN IT!"

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    You can't have two units armed with the Banner of the Barrows. Unless an item is something like a dispell scroll, you can only have 1 per army.

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    Member evilbob's Avatar
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    Heroes 380 pts

    Strigoi vamp
    Infinite hatred iron sinews

    Necromancer
    Dispel scroll

    Necromancer
    Book of arkhan

    Core 444+72 +60 pts

    20 zombies

    20 zombies

    9ghouls

    9ghouls

    9ghouls

    6 dire wolves

    6 dire wolves

    special 236
    7 BK
    barding banner of barrows

    rare 288

    6 ironguts


    it adds up to fifteen hundred even. the reason i had a wraith is so i can scare ogres, but i would that work??
    srry about the banner thing, this is my first army.
    so i lowered my black knights and cut a unit in order to juice up my ironguts and get some more ghouls

  8. #7
    /botnobot/ DavidWC09's Avatar
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    1275 (x8)

    Ghouls are worth the points, but 27 might be overkill. Then again, people who use a lot of skirmishers and use them well have good results. Ghouls are good because they have high toughness and two poisoned attacks. Nine ghouls could amount to 18 attacks, and some of those dice are going to turn up sixes. And skirmishers are always worthwhile. But they are alive and the only models in your army that can panic, run from combat, and so on. And nine's a good number since that'll take three to cause a panic. Any less and only two casualties will cause a panic test.

    Terror is unreliable. And wraiths have a rather mediocre WS for a character and ethereal can be great but lots of characters/troops can hit them anyway (like demons, skavens w/ warpstone/any magic weapon/etc.).

    Ogres might be immune to fear but they're not unbreakable, whereas you are. This is to your advantage.

    I like the 2nd list a lot more. One thing to consider though is skeletons vs. zombies. There are plenty of threads already on this topic if you search for them. (Look near the top of your page, and do an advanced search in the VC forum for "skeletons zombies" or something similar).

    The short of it is this: zombies ALWAYS go last and they have no armor. Skeletons have the same stat line but don't go last (for instance, if they charge) and can get up to a 4+ armor save. Zombies are a bit tougher to do the trick with.

    But you can do it with zombies. It's totally up to you.

    Hope that helped.

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