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Hey everybody I just got my 7th edition Vamp count book (finally huh) and i was just reading around trying to get some good magic item combinations
like dreadlance with red fury will make a hurting on just about any unit it seems on the right character.
I was wondering what ones you all have found that work out very well for yourself
Last edited by CountTheff; May 28th, 2008 at 21:03.
The dread lance and red fury can be a very destructive on rank and file. Items and powers that go well together that I can think of right now are.
Summon ghouls and ghoulkin for obvious reasons.
Accursed armour and dreadlance, the lance auto-hits so who cares if you have -3 WS.
Forbidden lore and master of the dark/black arts (I always forget which it is), the extra 2 power dice come in very handy with knowing an entire lore.
A flying vampire in an army that contains ghoulkin which will get you a 1st turn charge on warmachines.
There are plenty more, including ones that work well if you have another character equipped with a magic item or power. Perhaps it would be a good idea to get a comprehensive list of character combinations up in the VC index.
BEN DIESEL FTW!!!
night shroud and sword of battle in a unit of skellie spearmen have worked for me. choose to attack skellies or go for the vampire but then strike last (after 4 S5 attacks and 9 skellie attacks)
flayed hauberk and talisman of lycni works well too
It just requires them to set their warmachines within 4" of their deployment zone (assuming standard 12" setup)... since you get an 8" march and a 20" fly. With 24" dead zone, they'll have to be putting them up pretty close to get the charge on 1st turn without VHD.
you still need LOS to do the charge and if you don't get first turn you could be setting your units up to be charged. This also strands a vampire who is pretty weak by himself behind enemy lines.
This is a trick that can be used just not reliably or always the best tactic. You should be asking yourself does that warmachine really warrant loosing my 150+ point vampire to get a fist turn charge.
The Ghoul-kin + Flying Vampire thing is risky, but can pay off. If I were going to do it, I'd use a combat oriented second Count in a large game.
I'd make sure he had strong enough magic to either summon a few zombie meatshields, Dance the Ghouls forward or possibly include some Fell Bats that he could add to when they reach him in the second turn. He and his accomplices would probably still "die" a hideous final death while stranded in the backfield, but he would definitely attract a lot of attention away from your other troops during their advance.
"Hahah, I killed your flying Vampire!"
"What about the other Vampires leading the 30 GG and the multiple 40+ Skeleton units that are about to charge you from behind?"
Two other magic item combinations of note:
Take Mannfred and give him the Skull Staff and the Staff of Sorcery. He'll have +1 on his casting rolls and +2 on dispel rolls. Throw in a Plague Cart or two and you've really gimped your opponent's magic phase, particularly when he's within 24".
Give your Grave Guard the Banner of the Barrows and station a Vamp with the Helm of Commandment nearby (try to keep him out of combat!). You'll hit on 2s against most opponents. This is even nastier if you're using Great Weapons, or Black Knights instead of the GG. I've also heard that the Helm is pretty good when used on Cairn Wraiths, too. The hard part for me is having a Vampire that I'm not sending into combat.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.
The flying ghoulkin sounds like a perfectly sneaky trick to use. Against some war machines it could go bad, though.
SSC's that regenerate wounds. Dwarfs with their unbreakable or stubborn crews.
Still, I like it. Wiping an organ gun on turn one would be great.
The Frostblade combined with Red Fury, Infinite Hatred and Beguile is pretty good if a bit expensive. Re-rolling hits the ability to re-roll wounds on characters (or big things like giants, dragons, etc) and then any un-saved wounds cause the model to be killed is worth 200pts. seeing as this combo has killed entire units of dragon ogres with shaggoths.