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I have been a fan of warhammer for most my life, and even longer a player of 40k, specifically the Dark Eldar, Tyranid, and the Witch Hunters.
So now that I am thinking of getting into WHFB I am looking at all the armies that perk my interest. This being done mostly with other people rule books and ALOT of proxies at low pt value matches (500 pts.)
Unfortuantly there is not a current VC tactica thread or even really any info on play style.
Can someone help me out here and tag up a general overview of how the VC play? Strong tactics, especially conserning Skeletons, because they look awesome and I want them.
Thank you for your help!
well from the 25+ games i have played at various point levels skeletons are a nice backbone to your army (barring the whole ghoul to skeleton arguement, personally they are balanced to each other nicely so the 8pts per really reflects it. but in general i take 2 blocks of skeletons)
Tactics with skeletons, the ARE going to be your static 5 combat resolution. 3 ranks, outnumber, banner. they won't usually produce much hits/wounds but they can shine i tend to expect the worse so i am amazed when they do much than offer a skeletal bunker and the static 5 res! so to make up for the skeletons lack of killiness i stick in a fighty hero level vampire (my flavors are infinite hatred and walking death) so my skeleton unit is at a static 6 resolution with the vampire. in general this is what has happened, my skeletons don't do much my vamp kills 3 and my resolution is at 8 usually thats enough to at least beat the other block by 1 (i repeat usually, dice really kill best laid plans but what you do it plan the best expect the worst and let the dice dictate which way it goes.) so now if you do win by that one point unless the other block causes fear/terror or is immune to psych or unbreakable etc they are going to run on anything but snake eyes. once that happens you have a 50/50 chance of running down slow infantry. now with vampires you can lose combat and be assured to stick around for next round (not 100% if you lose by like 10+ res your unit might be crumbling asap!)
general vampire tactics are weather ranged casualties via resurrecting the dead, get stuck into combat and have the vamps smash fase then chase down the enemy, now even a casty vamp is still str 5 with either 3 attacks or 4 on a lord. but the vamp powers get you a chance to avoid wiffages. i tend to toss out some fast moving dire wolves to force fanatics outta goblin units or to threaten ranged units and force less firing on my blocks so when i do get to the other side of the table i am in a better position than if my whole army was getting shot at for all the turns.
well thats the general gist of vamps fear is how you get the units to run away and maybe get run down. you can withstand incredible shooting by replenishing units back to full size or even larger if you take certain vampire powers.
Move units across table, cast raise dead on one die as many times as you can, cast vanhels as many times, use the book, win.
The way vampire counts are used hasn't changed since the last army book so if you can get hold if it there is a nice overview in the back which explains how they work.
Basically what moriarsotek said.
Your best weapon is fear so take large units or enough magic to get large units to get the most of it.
1)March your core blocks of skeletons/ghouls forward to engage the enemy.
2)Position your support units like wolves or knights to flank the enemy
3)Charge flank, win, cause insane courage, run them down.
With a vampire in the unit of skeletons you might not need a flanking unit to win, as long as you outnumber, which you should.
If the enemy has a hard unit you want to ignore, engage it with some zombies, with some raising support you should keep it occupied the whole game. This is called tar-pitting.
Make sure you have a strong magic phase as it gets the most out of your army.
The tactics on GW site will give you a good idea how they work
GW Online : Warhammer : Vampire Counts : Vampire Counts Homepage
no1cafc is right the way vampire counts played in the old edition are the same as the new, but in a more fundamental way than he suggests. Vampire counts are predictable. You can estimate the outcome of a unit clash before it happens, and thusly predict the position of units a turn or two in advance very reliably.
I rarely do this but ill give a personal example, over the weekend I lost a bet to a friend the conditions where that the loser play an all night goblin force vs. vampire counts. He had a raise lord on an abyssal terror, the acolyte on an abyssal terror, and two black coaches and a bunch of units of ghouls. My point is that he sought to utilize terror, rear charging, and a ridiculous magic phase. Pretty much exactly what gobos fear the most, right? Long story short we stopped early I bet him so bad. I know this sounds like I’m a bit full of my self, and well... I am.
He surely did not play the game very well, junked up his movement phase a bit and was overly afraid of a few bolt throwers.
The way I won was by making educated guesses as to which combats where good for me and taking advantage of that. I did not have to kill the lord.
My point vampires are an army that will perform in a more statistically predictable way than most armies, math hammer is a rough guideline for most all armies but with vampires it is more constant. This as my example illustrates can prove to be a double edged sword, but just so happen to be that you are the one holding it.
As for real tactics try the overwhelming flank, a rare choice coupled with black knights and dire wolves, supported with a resilient core. Works wonders if you move right.
Thank you very much for the tips and tricks! I will be sure to use them next time I get a chance to play!