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Hi, after some comment from the last 1k list and after test play, this is my 2k magic focus 2k, please comment.
Lahmia count - General, lv2
Innocent lost, Quick Blood, Gem of blood & Sword of might
Necro No.1 Lv2
Necro No.2 Lv2
Book of Arkhan
Necro No.3 Lv2
Skeleton x 20 with spear, full command
Skeleton x 20 with spear, full command
Dire Wolf x 6
Fel Bat x 3
Fel Bat x 3
Black Knight x8. full command
Banner of Barrows
Grave Guard x 20, full command
10 casting dices, 7 dispel dices
Basic idea is Wolf as missle shield for knight and Fel bats as march block/warmachine hunter. 1 necro join with count and follow the skeleton and the remain 2 necro join the graveguard/skeleton squard 2.
I have a hard time hiding the necro behind the skeletons, for my enemys use their flyer/calvary with bow to hunt them. Join squard is pretty much useless as the enemy trooper can pick out the necro to chop as soon as in base contect. Cloak of mist and shadow didnt do much good for I face wood elf and all units my oppoent dare to charge me are magical attacks...
I see you are having problems.
How come the necrobunker doen't work for you? Since I run it, my necro's have never been in to any real trouble again. Sometimes I don't even have to boost the bunker up.
That how I deploy (S= skellies; G=grave gaurd; Z= zombie; N= necro)
The necrobunker just sticks behind the skellies and GG. And when it does get charged in the flank my necro's are protected, because they're not in the corner. For extra protection against very fast moving armies, leave some wolves and bats behind your lines.
Anyway, let's have a look at your current list.
Your countess looks fine, though I would drop the gem of blood which is not really necessary.
Three necro's? In this set up I recommend dropping a necr for a wight lord. This adds a bit more combatpower. You see, even with your four casters you still 'only' have 10 PD. Yep, only 10. So versus really heavy magic armies like Tzeentch and Lizardmen, you'll still have problems. In addition, I believe that having 9 PD is more than enough. This way you have a fairly decent magic phase - able to cast 3 spell with 3 dice, not bad. The added value of one more is quite too marginal in my oppinion.
Also, although your setup is legitimate it willnot be fun to play.
An alternative to this can be the following: one Lady and two necromancers
Drop the spears on your skellies. These aren't really worth it. I know, from a fluff point of view they are ok, but combatwise I prefer handweapons and shields. However, if you really want to hang on to them, limit spears to only one unit.
Also you can save points by dropping one skellie. As your countess will be joining one of these units.
Only one unit of wolves? Try and squeeze in one more.
Your fell bats are fine. As you said it, mage and/or warmachinehunting.
Black knights? Only 8, too small my dear Chow. Add minimum two knights, giving you a rank. Moreover get barding. If you go for the wight lord, you could stick this chap in here.
Grave gaurd? Don't get me wrong, I love them. Nevertheless, I believe having one big hammerunit in a 2K list is more than enough. So, either go for the knights or the GG when runnig both units that big. As an alternative you could drop the knights to 6, and use them as a fast (no barding) flanking unit in combination with your GG.
Oh, and get the warbanner for the GG.
One banshee? They work best in pairs.
Ps. You played against woodelves. Not the easiest opponent for VC. Then I would recommend taking the black coach instead of the banshees and go black knight heavy. Dryads fear magical attacks (loosing their ward save)
Last edited by lorddraahk; July 2nd, 2007 at 19:42.
Thanks for the comment
It may be a common knowledge for necro bunker to other ppl on board, but I never thought of it myself, thanks for the Idea. :shifty:
How did you get 9 PD if you go wightlord? count give 2, 2 necro give 4 and base 2... I would settle for 9 and a wight lord, but with 8 dice, i can barely cast raise skeleton successfully 3 times, not include oppoent's dispels... If i get vampire lord, i may got 9 dice, but only 3 hero on board for lord count as Lord and a hero, which took out 2 slots... If you can explain how i get the extra dice, thanks in advance.
My idea for the Gem of blood is to bounce back those special attacks from those OMGWTFBBQ hero with their cause d3/d6 wound weapons or killing blows, and let them taste their own medicine.
I find that a single hammer unit will got wipe out fast for the enemy will throw EVERYTHING they have to it, 2 hammer units just make me feel saver, mostly personal.
If i drop skeleton's spear, what about light armour? so they have 4+ save in CC?
Apologies for being a bit unclear.
About the 9 PD. This was until recently my lord and hero combo:
Countess (Lv2) with sword of might, quickblood, innosense lost, beguile, black pariapt; necromancer (lv2) with power familiar; necromancer (Lv2) with scroll and book of Arkhan; Wight Lord battle standard bearer and cursed book.
Each wizard generates 2 PD wich makes six, plus two from your pool and plus one from the familiar equals 9. Which could be upgraded to 10 with the pariapt.
Why do I opt for the Lady these days. Well, like you I also reasoned that a Lady was too costly, one less hero and not necessary in 2K army. However, on The Blood Keep forum (a real recommendation for VC players :yes: ) one argued that a Lord/Lady is worth it, eventhough the extra cost. Keep in mind that you gain a +1 on WS, A, W and Ld 10. Especially with Lahmians it's worth considering this option. The last three battles my Lady hasn't disappointed me, even against characters - 5 S6 striking first :yes:
It's just an alternative. So, if you feel more comfortable with a countess, don't let me stop you.I have the feeling you're quite unlucky. Somehow I still have to encountered such 'OMGWTFBBQ hero' This is my second year with VC now, and the only few times my general got killed was due to a stonethrower, CR and cannonsniping - this can still be counted on a single hand.My idea for the Gem of blood is to bounce back those special attacks from those OMGWTFBBQ hero with their cause d3/d6 wound weapons or killing blows, and let them taste their own medicine.
About the hammers. The thing is these units are very expensive. Moreover they aren't reraisable. It looks like you're up against Iron Warriors or Imperial Gaurd
No, really don't let fear hamper your playstyle. One hammer is more then enough. As the GG are slow, just boost the unit up to 25. So, even when a few GG's drop due to shooting, you'll very probably still have your three ranks. When going for the knights, which are faster. A unit of 10 or 12 is preferable. In addition, you could still opt for the Banner of Doom which gives you a 5+ ward save versus all kinds of shooting attacks.
Moreover, that is why we have wolves, bats and ghouls. Threathen your opponents warmachines as soon as possable with these, keeping your knights or GG save.
Light armour? More preferable than spears, but in my opinion too costly.
If he takes 8, and puts them in a formation of 5 on the front and 3 behind he already has a rank bonus of one, as they have unit strength 2 each, and 2 times 3 is 6, so thats a rank .Black knights? Only 8, too small my dear Chow. Add minimum two knights, giving you a rank.
"The anatomy of your brain is more than your mind can handle. What?"
Vampire Counts - 3500 Points
Orcs And Goblins - 2000 Points
You're joking, aren't you?If he takes 8, and puts them in a formation of 5 on the front and 3 behind he already has a rank bonus of one, as they have unit strength 2 each, and 2 times 3 is 6, so thats a rank .
I'm quite familiar with sophism, but your reasoning is hard to outdo. Talk about comparing to completely different things.
Unit strenght has nothing to do with ranks and vice versa. I can legitimately deploy a unit with unit strenght 20, having no ranks - e.g. 20 zombies lined-up standing shoulder to shoulder - just like I can put down a unit with unit strenght 15, having 2 ranks - e.g. 15 zombies in 3 rows of 5. The big difference is that the latter gains 2 ranks in close combat, the former none. This counts for all units, save skirmishers and fast cavalry as these never generate rankbonuses.
I suggest a thorough reread of the BRB, p.38
[...]If your unit's formation is at least five models wide, you may claim a bonus of +1 for each rank behind the first that the unit had at the start of that combat turn, up to a maximum of +3. The bonus can be claimed for an incomplete last rear rank, so long as it contains at least five models.[...]