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So, I've not had a chance to pick up the new army book yet, but I'll be looking to at some point soon.
I was just curious, though, as to whether anyone has had a good chance to look through it yet? What did you think?
Spread the word to the LO Vampire Counts community! What's good? What's bad? What new ways do we have of bringing Undeath to our foes?
I know some of this has already been discussed in other threads but I thought we could have one specific one for the new Armybook.
Personally I think the new models look excellent, for the most part. But spindly and fiddly and, especially in the case of the Mortis Engine (and whatever its variant is called), super-difficult to take anywhere!
I'm curious to see what has been done with the fluff, too. Last book was a bit to Von Carstein for my liking, it will be interesting to see if they've spread the net a little wider this time...
Anyone else? The floor is yours, my fellow Vampire Counts...
Well, Count Deadstar, I'm getting mine as soon as my local HW opens at 12 tomorrow, but from what I've gathered, there's some really nice stuff we have. I don't know what you know already, so I'll just "file-dump":
- All Vampires have +1 attack over their last profiles. They also come with 'The Hunger', a special rule which allows us to regain wounds depending on the amount of wounds we cause and whether we roll a 6 for each of these.
- Skele's have dropped to 5 points, making them the same as TK skeles with light armour. Also, Zombies have gone up to S & T3. Dire Wolves have Slavering Charge once again.
- Vargheists look DIRTY. Flying Vampiric monstrous infantry, with frenzy and S5... Ouch.
- The Banner of the Barrows is still here, not heard much of any other magic items.
- Vlad actually wears armour now (he actually has the heavy armour he's wearing included in his profile, not that it'll help.)
I actually didn't mind the Von Carstein approach to the last book, I actually like them and the Strigoi the most of all the Bloodlines, Mannfred especially intrigues me, as I hear he has more fluff. Apart from speculation, I can tell you nothing until tomorrow evening, when I'll probably type up my thoughts on everything, for now, we wait for the Americans to tell us more... =)
Got VC book two days early from independent stockist.
Magic items included are:
Skabscrath (Weapon): Frenzy, Devastating Charge, Flaming Attacks, Death Shriek, If bearer hasn't killed and enemy model in combat when the game ends, he is removed as casualty.
Nightshroud (Armour): +1 AS, Enemy models lose any weapon strength bonuses and Always Strike Last
Banner of Barrow (Standard): All wights (inc. Krell) get +1 to hit.
Screaming Banner (Standard): Enemy units roll extra dice for fear tests and choose highest two.
Black Periapt (Arcane): Stores two unused power or dispel dice for next turn
Staff of Damnation (Arcane): Bound spell. Undead units within 6" get Extra Attack rule until next magic phase.
Cursed Book (Arcane): Casts a spell from a random lore.
Book of Arkhan (Arcane): Bound spell. Casts Vanhel's Danse Macabre
Rod of Flaming Death (Enchanted): Bound spell. Magic missile. D6 S4 Flaming attacks.
Want to know anything else?
I want to know Krell's Magical equipment, and what it does. Also, how are the Vampiric powers turning out?
I'll be getting my book in just over an hour! (insert excited 'squeeee!' of giddiness here)
Some of the things I'm loving already though are;
- The Hunger rule and the slight buff to all vampire stat lines. Sure you only ever roll 1D6 for the hunger no matter how many wounds you cause, but it's a cool way of hinting at a vampire's basic nature to feed on freshly spilled blood and isn't OTT in any way.
Plus, if you *really* must have it effect your games on a consistant basis, you can always take Vlad who's Blood Drinker sword allows him to pass the roll on a 4+!
- Death of the general doesn't mean near-instant "game over" anymore!!!
One of the biggest and overall best changes to the army IMHO. If our general dies, we apparently take an immediate round of crumbling, but if there is another wizard using the Lore of Vampires, they take over control of the army and thus we can avoid the crumbling damage!
So now we might actually see a mighty Vampire Lord on the front lines again, instead of being forced to hide like a little girl well behind the fighting. This will also stop douchebag players from relentlessly targeting the VC general on Turn1 with an inordinant amount of cannons and/or similar sniping attacks...
Mind you, TK players are already railing against this as a broken & unfair advantage for VC's
- NECROMANCER ARMIES ARE BAAAAAAAAAACK!!! (I always felt really bad for those who had their army's theme tossed out like it was trash)
- Pts re-ajustments across the board look pretty fair. Skeletons drop significantly in cost, zombies as well plus the mandetory stat buff to make them playable. Blood Knights also drop slightly in cost, while black knights w/full kit I think are actually a point more? But them, they're heavy cav that outright ignors all terrain and anything else in their way!
Zombie Dragon really does look like a proper dragon stat-wise now! Fell bats dropped in cost and minimum units size, spirit hosts cost nearly cut in half and you only need to take 1 for a basic unit!!! (hello epic tarpits/redirectors!)
The new units look pretty solid too;
- Coven Throne is a mount for any vampire IIRC, so it'll chew up alot of those character alotments. It's nasty, but it easily puts a Lord into the 600+pts range as well!
- Mortis Engine is a blessing and a curse. Great support for necros, but I'd likely never put a vampire near one and it'll always hurt when it dies.
- Hexwraiths are already being labled as 'instant cheese-fest', but really, they cost the same as a dragon prince, have no save and only 1A/1W so a single fireball really neuters the unit.
- Crypt Horrors are the easier of the new MI units to use. Won't hit as hard as the varghiests, but you can recover 1+caster's wizard level worth of wounds per invocation on them. The also have better toughness and poisoned attacks to boot!
- Varghiests are sweet! Flying monstrous infantry with the 'Vampire' rule so they can always march. But 'frenzy' is a double-edged sword here... They won't work very well as flankers for example as it'll be far too easy to lure them away with forced over-runs.
- New spell lore looks quite good. Not a single useless spell in there and the casting values are all pretty sane. Our vortex spell will however be instantly labbled as the ultiment cheese within the next few days I feel. But really, it's about one of the only ways we have of removing steadfast from opponents before a combat due to our complete lack of shooting.
- Not a single 'worthless' magic item and we got 9 of 'em too!
- New models are epic-sexy!
Today I'm trying some restraint so I'll only be getting a box of the new black knights/hexwraiths & Isabella along with my army book.
Once I comb through it though and knock out some lists, I have a sinking feeling my wallet is going to hate me!
Overall, colour me one giddy & extatic Lahmian player!
Ok, the book is awesome.
Some important highlights:
- As experiement626 said, the game is not over when the general dies. HUGE difference.
- Non-vampiric undead may only march if within 12" of the general. The rule that they may do so if within 6" of any Vampire is gone.
- VC have access to a Lvl 4 wizard for only 200 pts (Master necro+lvl 4 upgrade). Huge, since most armies will pay 260 pts or so for a lvl 4 with bad stats. Makes necro lords viable for 1000 pts-lists, and as complement to Vampire Lords in larger armies.
- Vampires can choose spells from Lore of Vampires, Death or Shadow without the Forbidden Lore upgrade. The General must choose Lore of Vampires though.
- Necromancers can choose from Death and Vampires.
- Bat Swarms impose the Always Strikes Last rule on any unit they are in combat with, making them very good flankers and support units!
- Skeletons are now 3 pts cheaper than before, and they can have spears for free. A skeleton army now seems feasible.
- Summoned zombies and skeletons no longer give your enemy VP, huge difference! Also zombies are slightly less crap than before.
experiment626, why do you consider the Mortis Engine more dangerous to Vampires than necros? Because necros are cheaper?
Since Vampires no longer let you march, my idea for a themed Necromancer-led army of wights and skeletons from the cold north seems very feasible indeed!
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
I agree with most of what experiment626, apart from the vampire on the frontlines. Not being able to heal them or their mounts with spells/items is really a big disadvantage (at least compared to the old book). Also, the no marching unless within 12" or the unit got vampiric, is also quite bad, at least for me. Overall though, it seems like a solid book with some good synergy
Wait... what? The Lore attribute for Lore of the Vampires heals characters, a la Lore of Life. There's no question that some things got watered down (particularly the items), but overall the book seems to be quite solid.
Well yes, the lore attribute does, but that is entirely dependent on you actually casting spells and are within 12" of the caster, hardly something I'd gamble a fairly expensive character on. Of course, a fighty vampire lord will deal out a fair amount of pain And as I said above, it looks like a solid book