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Hey given that VC has a few more powerful units to choose from now (Blood knights, Varghulf, Wraiths etc) has anyone thought about running a VC army which doesn't need to summon new troops but fights pretty much like a regular army.
The advantage of this was that you wouldn't be spending so many points on core choices or boosting your magical capabilities but concentrating on the more powerful units in the army.
Perhaps something along the lines of
1-Vampire Lord (decked out for combat)
1-Vampire-Some magical ability. Summon Ghouls
8/10 Blood Knights
6 Dire Wolves
6 Black Knights
3 Wraiths inc Banshee.
Not sure how much this comes to but I reckon it could function pretty well as an army in its own right. Note that the vampire does have the option of summoning more ghouls if need be.
I'm NOT saying this army is perfect I'm just posting it as an example. 'Does a Vampire Counts army need to summon new troops?' is really the topic of this thread.
The way I see it if we can create an army which can stand alone without needing to resort to summoning new troops/repair our units then VC will be truly terrifying. Especially because we will always have that option if worse comes to worse.
We could kind of see it as our equivalent of the Blood Dragon quest. They seek to conquer their need for blood, we should seek to conquer our need to raise new troops.
Last edited by Visitor Q; September 12th, 2008 at 22:08.
You have 3 rare choices.
I have had reasonable success with what I nicknamed a "speed freaks" vampire counts army. It has heavy hitters, blocks for CR, and fast units like knights, Felbats, wolves, and the coach. Instead of using my powerdice primarily for invocation, I use them for Vanhel's. With the Book of Arkhan, and two necromancers that specifically pick Vanhel's I can get 3 a turn if my vamp doesn't roll it too. Throw in a corpse cart and you can block your enemy in by using Vanhel's to get in their face and still make them hit second if they charge.
It isn't perfect, and I don't run it the majority of my games, but it can be quite a shock for people expecting a slow moving raising army. After round 3 or so, when units are in combat and I start to take wounds I switch more dice to invocation if I need to. I typically use the speedy list when someone talks about how invocation is a crutch or if I want to throw someone off.
I don't think Vampire Count armies are supposed to even be able to function in that way. The counts greatest strength other than awesomely powerful characters is the fact that their core choices grow larger and come back to life.
I've been playing with that concept for quite some time now, and it actually does very well, though I don't even bother to have any vamp run with the mandatory core. I take a vamp lord on a dragon, a wight king BSB, and a fighty mounted vamp with blood drinker. Then take a unit of blood knights, a large unit of black knights, a varghulf, some dire wolves, and then mandatory core.
It has 5 power dice and 4 dispel. I don't even really try to cast spells in the first few turns and just weather the enemy magic until I charge all over the place. It's a khornate themed vamp list. :p
I even took that style to the 'Ard Boyz, though I had two smaller units of barded black knights at 3,500 instead of one bigger non-barded one. A batrep's posted here:
I run something fairly similar to this as my main list. It pulls off pretty well in the end, although it gives me the fear from time to time as I realise just how few troops I have on the board.......
There is a need to be able to raise however if you tool up for close combat and rush over there the undead still do a pretty good job. I suppose it just demonstrates the flexibility the new book gives you.
Arms are an instrument of evil, No measure for thoughtful men until there fail all other choice but sad acceptance of it.
Sun-Tse : The art of war
Well as I say that was an example army.
Hmmm...may need to think of a tactica for VC not summoning troops.