Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Note: I did not write this, Preacher from The Blood Keep wrote it, and I their permission a long time ago, however as of the new forum it seams the Tactica section is gone, and thus so is this article. Here it is again, enjoy all you budding Lahmian players.
An Introduction to Lahmian Vampires
Out of all the bloodlines available in 6th edition those of Lahmia are the least used. This is a shame in many ways since the fluff behind the bloodline is interesting and many of the actual bloodline powers themselves appear rather sexy. Unfortunately there are some problems in game terms with their psychology based bloodline powers.
So why would anyone choose to play the Lahmians over the other bloodlines? Well one reason is that they are not well known and it's sometimes possible to get an opponent to underestimate their abilities. They are still vampires after all, one of the more impressive character choices in the warhammer world. They also have some tricks up their delicate sleeves.
Lets have a look at each of the bloodline powers and how they can be used (or not) on the field of battle.
Seduction [55 points]: The is the most expensive of the bloodline powers. At first glance it seems very useful. A model in base to base contact must make a Ld check and if they fail they will attack any friendly models in contact. This power sounds really good but lets take a closer look.
At 55 points this power is only available for a lord level character. Then you realise that the power does not work on immune to psychology models. And there are a lot of these around. To get the most out of this power it needs to be used on a model with several attacks which generally means another character and these tend to have high leadership which greatly reduces the chance of it being successful. Its at this point that you realise that you are spending 55 points on something that is probably not going to work. Unless you are into gambling the points are much better spent elsewhere. On something more reliable.
Domination [40 points]: Our second bloodline power. This shares all of the problems that seduction has.
Quickblood [30 points]: This gives us access to a 5+ ward save at the same price as the Ring of the Night. There are a couple of advantages over the ring in that all your Lahmian vampires can take this power if you wish, and that because it's not a magic item it can't be negated by spells, magic items or other special abilities which would ignore or bypass the ring. So no need to worry about Vaul's Unmaking. This is good basic power and probably a must for a lord level character.
Innocence Lost [25 points]: This gives your vampire the ability to strike first in combat. This is probably the most underrated bloodline power. In my personal opinion this bloodline power is why you take Lahmians. A lot of people believe this bloodline to be a waste given the high initiate of the Lahmian vampires but this power gives you the ability to break a charge. We'll talk more about that in the tactics section to follow.
Transfix [20 points]: Again this shares all the problems associated with the more expensive Seduction and Domination. At twenty points however it is down where it might be worth thinking about to protect your vampire and her unit from harm. Can also be very useful against swarm or monster type units which rely on limited bases with lots of attacks and generally low leadership, such as trolls or ogres.
Beguile [10 points]: As with the psychology powers it has some major drawbacks but at only 10 points can be a worth while choice as a 'last line of defense'.
Looking at the psychology based powers (Seduction, Domination, Transfix and Beguile) it becomes apparent that the bloodline is geared towards dealing with enemy characters in a challenge situation.
Unfortunately this is generally the last place you actually want your Lahmian's since their lack of WS will generally see them hitting anything willing to face them in a challenge hitting them on 3+ while you are hitting back on 4's. And they tend to have good Ld so even with your -1 there is good chance to make several Ld checks against these powers. Also a 5+ ward save is only going to keep you alive so long. Lahmians are not suited to a challenge and their best bloodline power is much better used against the rank & file. So what are our options?
If you know that you are going to be facing a low leadership enemy with minimal immune to psychology troops then the psychology powers can be a valid choice. If you are going to take this path however it is highly recommended that you use multiple powers. The classical kit for a Count/Lord would be Domination, Quickblood, Transfix and Beguile.
The tactic here is to get this model in contact with the biggest and nastiest enemy character (who just happens to have low ld and is not immune to psychology) and tie them up in a challenge where they are then unable to do anything after failing one of their leadership checks. It's worth pointing out at this stage that these powers affect the characters mount as well which is very useful. This can also work on large monster units such as trolls. Just make sure that your vampire is in contact with at least two enemy bases to make the most of your abilities.
The disadvantage of this strategy is that it won't work reliably on high Ld characters or anything immune to psychology. It also tends to lock your vampire in combat which she generally can't hurt so taking her away from her primary role of killing rank and file. So its not a good choice for a take on all comers type army.
All of our good options rest around the bloodline power innocence lost. This is the bloodline power which allows us to strike first, even against chargers. A few other models have this ability but given our high initiate we will still get to strike first. The idea behind this tactic is generally to sucker units into charging our defensive skeleton blocks then reducing the number of attacking models with our high strength vampire.
For Counts/Lords a good combination is Quickblood, Innocence lost and the Sword of Might as a base. This gives us 4/5 S6 attacks which has a very good chance of taking down even heavily armoured foes. For a thrall combinations I like are Innocence Lost with the Sword of Battle or Innocence Lost with Beguile and the Biting Blade.
Characters equipped as such should be positioned on the corners of your units. This allows them to protect both the front and a flank of your formation.
The -1 Ld ability
A couple of quick points on the -1 Ld ability of the Lahmians. First off it doesn't stack so putting multiple Lahmians in contact with a model won't have any effect. And second, it only effects models in BtB not units. As a result in many situations it won't have a great impact on the game as far as changing break test results or other leadership tests. You do need to remember it for your bloodline power tests however.
Common Kits for your Lahmian Ladies
Below some of the kits that I have used for my Lahmian vampire counts and lords.
Domination, Quickblood, Transfix, Beguile: The classical lahmian vampire. Can be very effective against low leadership opponents but unreliable against high leadership opponents and poor against immune to psychology models. If you know you are facing low leadership opponents (eg. empire) with limited immune to psychology troops then this is a valid combination. Against anything else you have probably just wasted 70 points.
Quickblood, Innocence Lost, Sword of Might, Beguile, Spell Familiar: This is my preferred kit for a Lahmian Count. It gives her fair protection combined with 4 S6 strike first attacks. Beguile provides some 'last resort' defence against characters / monsters without fear of wasting excessive points if your opponent puts down a immune to psychology army. The spell familiar provides the count with that extra spell increasing our chances for getting Vanhel's Danse Macabre. For a vampire lord I replace the Spell Familiar with the Black Periapt
Quickblood, Innocence Lost, Book of Arkhan, Beguile, Biting Blade: Similar to the kit above but it takes the Book of Arkhan on the count/lord which frees up a necromancer to take a different arcane item such as a power familiar or staff of damnation. The biting blade increases your chances against heavily armoured opponents. You could also swap the book for the Gem of Blood if you wanted extra defense.
Kits for Lahmian Thralls
For thralls the best defense is a good offense. With only two wounds and the lacking the ability to take extra weapons or mundane armour they generally don't survive long on the field of battle. The best way to keep them around is make sure that nothing in base to base survives long enough to attack back. My preferred kits for a Lahmian vampire thrall.
Innocence Lost, Sword of Battle: This is my preferred kit. This gives our S5 vampire 4 attacks striking first. Combined with decent weapon skill she is going to be hitting most rank and file on 3+ and wounding on 2/3+ with a -2 AS. Pretty good, imo. She won't stand up against most heroes and has trouble against heavily armoured opponents such as empire knights.
Innocence Lost, Beguile, Biting Blade: Similar to the one above but provides a bit protection to the thrall via beguile. Loses an attack but gains a -3AS on wounds.
Innocence Lost, Sword of Might: Similar to the kit above but you are sacrificing your minor defense for true S6 attacks. I use this very rarely, mostly because the Sword of Might has already gone to my vampire count.
One final point on Lahmian Thralls, I never take one as a battle standard bearer as they are just too hard to keep alive. It is sometimes recommended that its worth the extra 25 points to make one the BSB for CR/crumbling bonus but I see my thralls as disposable so the BSB role does not suit my playing style.
A sample Army List
This is the Lahmian Vampire List which I use at my local club and for tournament play. I have done well with this army.
Lahmian Vampire Count, Lvl 2, Quickblood, Innocence Lost, Sword of Might, Spell Familiar, Beguile.
Lahmian Thrall, Innocence Lost, Sword of Battle.
Necromancer, Lvl 2, Book of Arkhan, Dispel Scroll
Necromancer, Lvl 2, Power Familiar
2 units of 6 Dire wolves
16 Skeleton Warriors with Light Armour, Shield and Spear, Full Command.
16 Skeleton Warriors with Shield, HW, and Full Command.
8 Black Knights, Barding, Full Command, Banner of Barrows
2 Spirit Hosts
4 Fell Bats
Yet again, this was not writen by me, but it is an amazing guide.
I find the lahimian bloodling "domination type" powers to be very powerful. I'd have do disagree with that portion of the post. Yes there are a lot of Immune to psycology units out there but it's not a good enough reason not to take some of the high end powers. I would also never voluntarily challenge with my vampire, if I did and then I got my bloodline power off then my attacks are wasted on that high level character when I could have just used them on the unit for combat res. I also think that the sample army that he provided had too few troops in the rank and file units. Otherwise I found it to be very informative.
Well, he has about 5 Core units in there... Then again, if it were me I'd have about 5-10 units of wolves, then a couple of units of skellies . But, I'm crazy about the dire wolves, I just think they're ohhh so useful.
The number of units is ok, it's just the ammount of troops in the units that I find to be lacking.
Does anyone use the Asp Bow? It says in the description the user can pick any target it can see (including a character/champion in a unit, a war machines crew, a chariot/monster rider etc). I'm thinking it might be useful for taking out standard bearers etc to help cut down the enemies combat resolution points therefore cutting down the losses in our undead units.
Last edited by The vampire Lestat; March 16th, 2006 at 04:36.
Lahmian is the only bloodline that I haven't played, and when I get around to it, at least a thrall will have the Asp Bow. It's a great item, the wood elves have a bow just like it, the Hunter's Talon. (Though the WE item is better as it doesn't suffer as much of a penalty.) But this is what I've learned using the Hunter's Talon. As soon as your opponent sees what you're doing, those characters will hop out of those units and hide behind the ranks.Originally Posted by The vampire Lestat
But that's where your wolves and fell bats come in. Get behind enemy lines and pester those models to death, literally.
But once the characters jump out, I target the unit champions. (I assume that's legal?)
I use the Lahmian Lady like the tactica recommended(Sword of Might, Innocence Lost, Quickblood). I nickname her the blender, because charging her unit in the front has about the same effect as dropping a fruit into a blender and hitting the puree button.
As a lahmian player I'm curious to see what other lahmian players do against brittonians and the like, the way I normally play against them is with copious amounts of black knights and a black coach backed by a banshee and as many fear or terror causing units as I can field in an attempt to get them to run off the board where I won't have to deal with thier armour saves. Any thoughts?
Use big blocks of zombies or skeletons and let them charge headlong into them. The lance formation will eventually exhaust it self on the zombies because they can't kill them all on the charge. Also a small but good flanking unit(GG or BK) will help clean up.
Another 2000 point battle today, and this one was so enjoyable we forgot all about the turn limit of 6 and ended up doing like 10+ turns and funnily enough my lahmian's seem to have become invincible. After taking several psyk bloodline powers in my previous battle my opponents seem to have become frustrated with wasting there time and instead attack the units that my vampire is with, and although my black knights are expensive the whole 18 man unit (i've never made one that big before but I wanted to try it) only took 2 casualties, however I had very few core units left when my opponent finally conceded around turn 12 or so after a vanhel's put my large B-knight unit into combat with his general's knights.
I was actually suprised how well this worked as since my general was with the black knights for the majority of the game my army could not march, but since I was playing a britonian army I figured there was no point in even trying to out-run or out maneuver him as it would be like a scooter trying to escape an F-1 car, so in the end the entire tactical summary of my 4 or 5 hour long battle is this: If you can't flank him, make so many units in as many annoying (terrain) places as possible, hold him, and rely on your invincble vampire/special unit to smash of his most powerful units one at a time.
Just remember, NEVER LEAVE YOUR UNIT EXPOSED, a lahmian can't always rely on the enemy to screw it morale checks and altough they can fight its their defence that cannot be relied on, so when you large unit goes into combat, summon a speed bump on any endangered flank to prevent a messy death to what can only be described as the undead armies only hope.
Also if you take a thrall try an Asp bow, works good against damsel's etc, and once my opponent was down to only his stock dispel dice it was child's play to summon the hoard and vanhel's across the board.