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Hi. I'm new to these forums, and i figured some feedback would be beneficial in finalizing my 1,000 pt. VC army. Here's what I'm thinking so far:
Vampire (175 pts.) - Dark Acolyte, Lord of the Dead, Helm of Commandment
Vampire (185 pts.) - Master of the Black Arts, Book of Arkhan
Necromancer (195 pts.) - Sceptre de Noirot, Raise Dead, Corpse Cart with Unholy Lodestone
20 Zombies (80 pts.)
13 Skeleton Warriors (133 pts.) - Standard Bearer, Champion, and Spears
10 Skeleton Warriors (80 pts.)
20 Crypt Ghouls (160 pts.)
Total Points - 998
Here's what I'm thinking for strategy:
Obviously it is a very magic-oriented army (8 power dice per turn), so the first Vampire will bolster the unit of 13 skeletons as fast as he can, and the Necromancer will mass-produce zombies with the help of the corpse cart when adding to a zombie unit and the Scepter de Noirot to aid with Raise Dead. The second Vampire casts Invocation of Nehek on the existing zombie units to enable me to flank charge whatever I want with as many zombies as I want (to negate the static rank combat resolution bonus and give my skeletons and ghouls a better chance to win combats), space permitting. All three characters will hide in the unit of 10 skeletons in the rear. Once I am done with all my casting using power dice and my opponent has probably used his/her dispel dice, I will be able to use the Book of Arkhan to bolster combat and/or assist with charges and movement. The Helm of Commandment will also prove very useful on my infantry - WS 7 zombies are probably very annoying, and WS 7 ghouls or skeletons (with always strikes first and re-rolls to hit) will do some damage.
The big possible weakness I see is a ranged-oriented army decimating one of my skeleton units before I can spam Invocation of Nehek to save them. Other than that, I see the army as pretty solid, as I will massively bolster their numbers with magic.
I would really appreciate anyone's input on this army plan, as I have not actually played any games with the new Vampire Counts rules. Thanks.
hehe funny list, I think it'll do well in most cases, watch out for saurus warriors with spears though, hard to raise against those heh
Here some tips
*Drop zombies in a mage heavy army. They are a waste of 80 pts when you can raise 1d6 with just one 4+ spell.
*Corpse Carts are too expensive in under 2k pts, i would drop it save 100pts and maybe cut down your ghouls or change them to skeles. The extra points i would consider getting some GG for strength.
*Another flaw is you have no fast moving units and right now no unit that can battle any real "good unit." You always need to give your General some sort of armor, because he will be the primary target for every opponent you face.
*Also(players choice) I never run necs in over 500pts battles. For 40 more points you can add a vampire who is a lot better than necs. Due to you need a power unit such as GG, Varg, or Black Knights, you need to cut points to add one of these units. So another Vamp might be out of the question. Also if taking a nec, i will always give him power stone(s) that make them actually do something in the magic phase
Hopes this helps and good luck
Good Luck and have fun!
8th Ed WOOT
Hm. I was thinking the ghouls would be my heavy hitters (with 2 attacks each plus poisoned attacks), and augmenting them with the helm of commandment and Vanhel's Danse Macabre for Always Strikes First, WS 7, and re-rolls to hit would make them a surprisingly combat effective unit.
The main reason for the composition is that so far I have only bought the battalion (20 skeletons, 20 ghouls, 20 zombies, and a corpse cart) and a Vampire. I was just thinking that, using mostly just those models, I would be able to create an effective army by augmenting it with magic. Now that you point it out, I think the corpse cart is probably not very cost-effective.
With reference to the lack of fast units, I realize that, based on my plan of moving my army as a whole mostly (to allow for Invocation of Nehek spams on any of my units), the addition of fast cavalry (like Dire Wolves) would break my strategy as they would be cut down with little hope of revival. I think in place of fast units, mass zombie flanking would be feasible to negate rank bonuses and tie down nasty units. I'm not saying that I'm not going to alter the list to take into account those suggestions, but I'm just providing my reasoning to build on your logic. More comments would be very helpful.
So....if I drop the corpse cart, I would probably put the necromancer in the smaller unit of skeletons alongside my other characters. I think I would still keep the necromancer mainly for the Raise Dead spell, because Vampires do not have the option of choosing their spells - they can only buy an extra level and roll on the spell table and hope for a spell that fits within my strategy. The tradeoff is the extra power die that comes with the extra magic level. But this extra power die would end up costing me 60 points (Necromancer with extra spell = 70 points; Vampire with Dark Acolyte = 130 points).
The other option to retain the Raise Dead spell would be to buy a Vampire with the Vampiric Power that gives access to all spells from the Lore of Vampires, but that again is much more costly than simply paying for a necromancer.
I'm currently in favor of keeping the block of 20 zombies to stay with my main army, and then raising additional units on the flanks. This gives me a tarpit right next to my main infantry to deal with a potentially nasty unit in the middle of the enemy formation, without having to spend the power dice to raise one.
---------- Post added at 18:17 ---------- Previous post was at 18:15 ----------
I'm not entirely sure what to do with the points freed up from the corpse cart removal....
vampires can always trade one spell they've rolled for raise dead (page 39 VC book)
O. I misread that then. Thanks
Hi I usually play 1000pts too.
I don't take any zombies anymore. They are much to easily killed and you may as well just give the points to your opponent. Besides, they can be easily raised during the battle to be a nuisance (to do this I find it good to give a necromancer this spell and then the sceptre de noirot - gives it a bit extra).
I'm not that fond of ghouls but they are tough and can do a bit of damage. I have a few units of them then a vampire with Ghoulkin for a bit extra movement at the start of the game.
If you can, fill any space with a Varghulf. They are awesome. Many a unit has ran away off the table fromhim. Be careful if your opponent has Lore of Fire unless you can dispel it. He is very likely to die.
Skeletons are good as they've a bit of armour and can have a banner but I'm not sure what to do with them. Will be fielding them tonight so will come up with something then.
Fell bats are great too. Esp against war machines. My boyfriend fields a cannon and they tie that up well (when it's not misfiring of course).
Konrad in a unit of Grave Guard could def do some damage. In that case you will need a necromancer, just for the dice and a dispel scroll.
In general you've a good army base - though try out Konrad, esp if you can get him in a challenge. Overkill!
The problem with fielding konrad in a low point game is that you have no one with a high leadership to help if he becomes stupid. Konrad would be better in higher point games when you have the vamp lord with ld 10.
If this is a small list put together from the battalion set, don't sweat it not being perfect. Just give the army a few runs and get a feel for it before you start buying all the nifty add-ons you read about here. That said, varghulfs do indeed rock.
Fight my Brute: