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I want to use my lord as a supporting fighter: healing/reviving and Falcon Punching at the same time ;-)
An idea floating in my head is this:
Vampire Lord: Blood Drinker, Flayed Hauberk, Crown of the Damned, Master of the Black Arts, Red Fury
All wrapped up in Grave Guard paper :-).
Gives him some punch, LD10 makes the CotD relatively safe and he would be able to support if/when needed.
What do you think? Is there a better build?or is my idea plain stupid?
It's a pretty solid build, but you could also try;
- Extra Magic Level, Red Fury + Forbidden Lore (light* or beasts* or fire or metal)
- Blood Drinker, Glittering Scales, Helm of Stupid.
Now you can tailor your magic, with the lores of light & beasts offering the better synergy. However don't discount how annoying fire can be as well as offering an 'out' against regenerating gribblies, or else how effective metal can be supporting great weapon toting Grave Guard! (ie: give 'em a scaly skin augment for a total save of 3+)
Plus, while his save isn't anything to write home about, he's alot harder to-hit with that -1 penalty combined with his already high WS, and he's still got that ward save to fall back on too... (also, keeping a BSB nearby will give him the safty net of a re-roll for his stupidity check!)
Forbidden Lore just opens up so many more doors for us - weather it's to ensure your general gets every one of our own VC lore spells, or else to gain access to the much improved BRB lores... Plus, as a 'Loremaster', his spells won't count under the 'No duplicate spell/s in an army' rule, so it's possible to gain say, 2 copies of Gaze of Nagash or (my fav) Curse of Years!
Sounds even better thanks :-) :-). So
About the BSB: if I give my GG a BSB, that should be sorted right?.
If you give the Battle Standard Bearer upgrade to another character and stick him anywhere within 12" of your General, you'll be fine.
I always kept my general out of combat when I played, only because it doesn't take much to blow her away and then my whole army is toast. For that reason I usually went with
Forbidden Lore, Summon Ghouls, Dark Acolyte, Talisman of Preservation, Helm of Command, Black Periapt.
She'd be backing up a Grave Guard regiment with:
Grave Guard w/ Great Weapons, Banner of the Barrows
Wight King BSB w/ Great Weapon, Drakenhof Banner (occasionally this was a Vampire with Walking Death, Avatar of Death, Drak.Banner)
I'd say that if you really wanted someone to support your army, go with the Blood Drinker, Armor of Destiny, Red Fury, Infinite Hatred, Walking Death
--That's a Vampire with 4 attacks, rerolling to hit, and then each wound is another attack with rerolls to hit, Blood Drinker is restoring wounds to your Graveguard (or Blood Knights, even better, if you get yourself Mounted) and just being in the unit provides +1CR. You've got Heavy Armor and a 4+ wardsave. Can't argue that.
Get the feeling this is more a durability oriented build,I'll try them both a few times, it sure sounds nice :-)
Does Blood Drinker works with the extra attacks? Or do only the original attacks count?
Blood Drinker works with all close combat attacks you make, weather it's only 1 unsaved wound in the end, or 50!
The Captain's build is a strait-up combat lord build. Generally speaking, vamps in general don't do so well when you try a 'jack of all trades master of none' approch... Simply because you become a far more expensive yet less effective compared to the Lv4' or combat pure characters that are out there.
The forbidden lore/red fury set-up can backfire horribly, or else go off swimingly! But alot of it's proformance will rely on how effective your magic phase is. (ie: using spells like vanhel's or timewarp to ensure those crucial re-rolls to-hit, or else buffing your attacks & strength via savage beast of horros...)
Try out both, and see what fits you best & what you enjoy the most!
Hmm so instead of making a Vamp-of-al-trades I'd be better of with say: a combat lord and something else for the support?
Should I go with 1 or more Necromancers or a Vamp?
Last edited by Leafblower; July 18th, 2011 at 19:03.
Well, vampire thralls are far more flexable in their builds - they can support with stuff like the helm of commandment and/or differen BRB lores, plus they can be used to bulk out units beyond their starting numbers with the right power.
This costs pts though!
For the cost of a supportive thrall, you can typically get 2 cheap necros who have the exact spells you want, and be more cavalier in their single D6'ing of invocations to replenish wounded units.
If you have little magic coming from your lord, you're likely better off going with a supportive thrall who can better tailor their magic to suit your army with a full magic lore & Helm...
If you've got a caster lord already, necros are wonderfully cheap minons who can take over the invocation needs with far less risk of losing a powerful caster and then throw in a vanhel's or three when it's warrented!
what i would like to add if your making a supportive mage vamp try lore of shadow its great! your GG hitting and wounding (mos the time) on 2+ and making the enemy hit back needing 5+ then 5+ is just sick.
May i also add its not a bad idea to have a baby vamp with the Dragonbane gem in your GG then you can challenge to prevent any pesky characters with flaming attacks.
"Should take you a while though because of your sloth like pace"
Click here and watch Gedderz try and cross the road