Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
The thick layer of dust that lay atop of the stone sarcophagus began to stir slightly. It lay still for a moment and then as if disturbed by some unnatural wind it blew off the ancient burial casket.
The heavy stone lid slid slowly but deliberately to one side and fell to the ground shattering into a dozen jagged pieces.
The Vampire Lord sat up. His face was pale, with a drained look about it, his armour was old battered and bloodstained. Only his hair still had life in it though it style was thankfully dead. It was unmistakably a Mullet.
Visitor Q looked around his crypt in triumph, a manic look in his eye “I Live Once More!….”
Miles away Sylvenian peasants huddled in fear as the sound of sinister laughter swept through the surrounding area........,.
Ok so I have been away for a little while (Mainly playing WFRP v2 and Dark Heresy (WH40K RPG) and have basically missed the new Vampire Counts army book. I am going to buy it tomorrow, but I want a sneak preview, whats new, what’s hot and what’s not.
As some of you may remember I am a bit of a dab hand with the ol VC (if I do say so myself) so no need for the 101 course (I know zombies make great tar units and Vampires are pretty good in close combat)
But what has really changed?
Are my massive unit of Grave Guard still effective?
Does taking a Necrarch Count and a ton of Necromancers still produce a satisfyingly cheap win?
Are wraiths still excrementally bad?
Is there still a tactical point in taking skeletons and zombies?
Visitor Q has awoken after centuries (months at most ed) of slumber and I plan to wreak a terrible vengeance ( he plans to arse around getting a new army together or better yet using the old one ed)
You will find a lot of small changes and a few big changes. No more bloodlines for a start, and necromancers can only be lvl1. But thralls are casters by default, and the magic is much more potent in general.
I actually didn't think Grave Guard were great in 6th ed, if you thought they were good before you will love them now. 4+ invocation can raise d6 of them! Most armies use them.
Wraiths are very good, but very fragile, and a unit not a character. Zombies are no longer such a great tarpit being s2 t2, but they are very easy to raise so are good for making new small units for a huge amount of uses.
Ghouls are now a ranked unit and very nice, only skellies and ghouls (and zombies, but it is better to raise than buy them) count for your core choices so you better enjoy them.
So basically the same kind of tactics but units have been changed around a bit.
Well tactics with bloodlines changed...but you can tweak stuff with the new use of the powers you can choose now. Basicly it's the same with some tweaks I like it, and i think you will too if you play VC for a while
Not really since there's no more 'Nechrach' and neromancers have changed.Does taking a Necrarch Count and a ton of Necromancers still produce a satisfyingly cheap win?Depends on who you ask. They're now a rare unit choice with Banshees as the unit champion.Are wraiths still excrementally bad?Depends on who you ask, though zombies are now cheaper but worse.Is there still a tactical point in taking skeletons and zombies?
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
I have list that uses 3 units of Grave Guard.
17 w/ great weapons, joined by a Wight King BSB
19 w/ sword and shield, joined by a Vampire
19 w/ sword and shield, joined by a Vampire
so thats 55 plus 1 Grave Guard models.
Because the Cairn Wraiths Ethereal are weak to magic they become a unit that is really dependent on your opponents list. However I think they are still a good unit choice against every army book except Daemons. The 6M Skirmish with 3 S5 attacks is really good and with careful movement and magic defence management they can really turn a game into your favor. Because they are expensive their loss will give your opponent a big boost. The Banshees Howl is Awesome!
Zombies are you cheap filler troop if your trying to save points for other units. Example above with 3 grave guard units I also have 3 Zombie units. The zombies can protect flanks or rears and claim table quarters.
Skeletons or Ghouls is a question you will ask your self a lot... unless you have a particular bias towards one or the other.
Both are good choices with Skeletons getting a banner and armour and Ghouls getting better combat stats.
I personally switch it up lots sometimes taking both other times taking just ghouls or just skeletons depending on the theme of the army.
Last edited by apbevan; August 28th, 2008 at 22:52.
there are some cool new units e.g. varghulf, blood knights,...cool new characters e.g. vlad, konrad. lore of necromancy has be re-vamped(geddit) and by the way, you cant raise more grave guard than you started off the game with(they are neither skeleton warriors, ghouls dire wolves, bats of any sort big or small or zombies, they are in fact wights. lol