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I'm debating whether to give my Grave Guard great weapons or the hand weapon and shield. I'm going to be using about a unit of 19 with my Vampire Lord. The Lord isn't really meant to be in combat so he can use his Helm. But I still like the idea of great weapons on Grave Guard. I've got 2 small units of Black Knights, a Varghulf and a running Vampire based for combat, and I'm fairly sure that should be enough units that can fight my battles for me.
Also, another question that popped on my mind. Should I have 4 Vampires or 3? If I have 3 my points will be close to about 745, a 4th and it'll be near 900 points.
Okay, I run mine with GWs, my friend runs his with HW&Ss. Here's what I've noticed on the subject-
If you plan to run the 'Dickenhof Guard', give them GWs. The Drakenhof Banner gives them a 4+ Wardsave, which mitigates their normal 5+ armor save. I run an absolutely hellish unit with Hatred, Regen, GWs, a vampire BSB, and a Helm and Cart nearby. This usually gives me 3+ to hit (rerollable), 2+ to wound, a 4+ regen, and ASF.
My friend runs a more conservative regiment. He gives them Banner of the Barrows, and HW&S combo. The unit isn't as powerful, but it's a far cheaper way to field them, so he can have more flexibility in the rest of the list. It mounts a 3+ armor save, and still hits on 3's. It can stand up to Human and Elven units, but against something like Orcs or Dwarves, it tends to fall down on him. He has no real need to helm them, although sometimes he wishes that they would hit a tad harder.
As for your Vampire question, I think it depends on what kind of an army you want to run. In a "combat" army, I'd stick with just 2 or 3. If you're going to field a magic crush army, you might want 3-4. It really depends on where your points are going. If you are comfortable with using cheaper regiments like Black Knights instead of Blood Knights or Wraiths, then you can certainly field 4 vampires. Or if you want to run something more akin to the ZombieFest you can bulk your army out with tons and tons of cheap zombies or small skeleton regiments, and then raise more of them. This gives you cheap mandatory core, and means you could have tons of Vampires AND still keep a few hard hitting regiments.
My personal 'Casting' list tends towards 3 Vampires and perhaps a Necromancer. 1 Lord with Helm and tons of dice, another Lvl2 Caster, and a Lvl2 BSB.
I know that was a long post, but I hope that it helps.
I thin one of the main problem with great weapons is that they have their initiative reduced to 1. But with VC we have the corpse cart with the bound spell that gives our units ASF. As long as your GG are within range of the corpse cart I think that great weapons are worth the loss of the shield.
Really? I've only got 1 Corpse Cart. It's a difference of 2 to my save in combat. I suppose it's a fair point, the main problem is that I'm going to have to rip off the arms on my old ones and replace them with great weapons.
What do you think about the other part? Should I have 3 Vampires of 4? One of them of course is going to be a lord.
That grave guard regen, asf, hatred, helm of command, gw, vampire bsb unit is pretty brutal! I am hesitant to add that much power to a single unit, as it seems like too much of a risk. I play against a wood elf that likes to dance around any slow moving infantry that I bulk up. That's why I go with black knights. Now, if only we could give our grave guard two hand weapons!
Fight my Brute:
Well what i did with my GG when I built them was to put the great weapon in the hands. I then glue the shield on their backs and then glue the sword on their waist or between their back and shield. I usually use a vamp lord, 2 vamps, and necromancer. But that is mostly because those are the models I have. I would probably exchange my necromancer fora wight king and put him in the unit with my lord in oder to protect my lord.
Wow. That's pretty much how I live. Against my friend's wood elves (who I play the most) only Black Knights and Varghulfs can actually charge him.I play against a wood elf that likes to dance around any slow moving infantry that I bulk up. That's why I go with black knights.
Anyway, I'm trying to do a sort of army where it's pretty powerful in the magic phase but is also powerful in combat. I'm thinking of having 2 Level 2's, a Level 1 and either a Level 3 Forbidden Lore general or a Level 4 general. To be able to fight in combat I have to have some units that can fight in combat and put up a good fight. I have a Varghulf, "Lycnied" great weapon Vampire, and 2 units of 5 Black Knights. Is that enough? Also I might not have enough points for a magic banner if I take great weapons, but are magic banners for grave guard really that essential?
I use brettonian Men at Arms for mine, so they are actually wielding halberds, if you want to get technical. But they're long poles with gigantic meatcleavers attached to the end, essentially. They have their shields in one arm, and the halberd in their other hand.
I field the unit as part of a phalanx. The Cart goes in the center of the whole thing, so that it's 'asf pulse' hits most of the units. Anyone that wants to hit my army head on, has to hit the GG unit from hell first. If they don't hit me head on, I cram it down their throats with Van Hel's.
If you can get ASF, the armor save doesn't matter. The enemy will be dead, for the most part, and any strikes in return will be so few, and practically unimportant in comparison to the carnage your GWs just wreaked.
And yeah- i wish that we could get 2 handweapons. We'd mulch any T3 unit, but think: 2A with KillingBlow is just evil...
I'm just very uncertain about the miasma of deathly vigour. It's a level 3 Bound spell, so it's easy to dispel. I always leave my bound spells last, but people always have scrolls these days. Also what about shooting? If the other guy has an organ gun something I'm gonna die. Then again, if he has an organ gun I'm probably screwed anyway. How many of you run your grave guard with great weapons?
The GW will cause a lot of carnage, if you want the helm then put the vamp in a small protection unit of skeletons and put them behind the GG. Then he can boost them with the helm and still do basically everything since most spells don't need LoS. I would get rid of the helm and keep him in the unit to hit in combat, they will do a lot of damage to anything they touch. Definitely worth having one or two corpse carts around, you should have enough magic that there are very few dice saved for the cart and if there are then you have had the chance to get off a few very good spells in return. And whoever wastes a scroll on a corpse cart deserves to lose.
The other choice with HW and shield makes the unit very very tough, and still hit reasonably well with their s4 and KB, plus the vampires attacks are nothing to laugh at. They will survive longer, but the GW ones shouldn't need to survive longer because there won't be much left. Really is a matter of preference.
Number of vampires, again depends on your style. I think necromancers are actually decent this edition and good for supporting a unit, especially one that is out toward the flank away from the general. Plus they are cheap. Either way works though.