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My buddy will be playing with us for the first time and in our 1k game he plans to make Manfred the Acolyte his general. In the VC book there are few options for Manfred (like mount) but nothing about taking extra magical items (he comes with no armor). Is he supposed to be taken without any extra equipment (other than a mount) or can he have vampiric powers, magical armor and talismans, etc.
All "Special" vampires already pretty much come with everything and i believe the only thing you can add the Mannfred the Acolyte is either a nightmare, Abyssal terror for a mount and he can purchase 1 Arcane item from the Artefacts
Mannfred should be used carefully as a mage, make sure he does not get charged. He knows all the spells from the Lore of Vampires so give him the skull staff and try casting the 12+ spells
As a bonus charge him (and his huge unit of course) into some soft enemy (low armour, slow, and weak...human, skaven, gobo, other undead, etc) and you have the chance to get 3 more power of dispel dice. Thanks to the new 7th edition rules you can still cast while in combat! that's 5 IoN on 3+
Last edited by Project9; February 7th, 2009 at 19:04. Reason: my bad was thinking about 40k
7th Edition that is
And if you take skull staff on him, then your IoNs will be cast on 3+ on skeletons, and can be dispelled only a 5+.
5000p. High Elves
The fact that he knows every vampire spell is one of the main reasons I want him in my army at the lower points. He is a powerful spell caster and even in close combat he is pretty strong.
Low point games such as 600pts i sometimes take Mannfred because of the fact he has all spells. The only problem i have with Mannfred along with every other Special vampire is they have no saves and they can not be given anything to help them out. It is extremely annoying having my general without a save because i useally will spend a large portion of my army trying to keep him alive. My enemies have now learned to aim for the general and the rest go down with them. A vampire with no save, especially a general is never worth taking.
Hopefully you guys have found better ways to use these guys and please post how you use your Mannfred, mines just out of luck
Manfredd the lord has heavy armour and i think konrad as well. also vlad has his ward save so thats somethihng
I understand that there are risks with mannfred but he should be used as a spellcaster and should be kept out of danger.
Well as far as heavy armor goes, in the world of fantasy i find it to rarely help standing alone. A 5+ save usually gets cut to 6+ due to the opponent i am fighting, and making 2-3 of these saves is very rare. About keeping him out of danger like dragorakiba says, i know know about how your games go, but any time i play VC, he usually is right in the middle of the action because other people have learned to take him out. Best thing we got is a very strong Bunker, usually GG for me and some skel's on the sides so i cant really ever say ive kept my general "out of danger" because unless i am slaughtering my opponent, i cant see that this feat is possible
Yea, heavy armor is no big use for someone with orcy toughness and 2 wounds. However you can always think a step further when you opponents come after you general, you can make it work to your advantage. My advice, simply keep Mannfred behind a unit that you know will not dissapear in one round of combat (I know theres no such thing since a unit can be charged by many in the flanks...but you should never let that happen in the first place with good spells that summon units out of thin air) If your oponent thinks his fighter character can go around by himself and handle mannfred, simply send your champion to intercept (a dragon toughness wight king coms to mind) Personly, I never had to send Mannfred into cc unless its a combat against skeleton equivalents..human, skaven, skink so his sword of unholy power can do its job. (other times as a last resort...when the entire army is gone and you got a small unit of zombies left with mannfred in it lol)