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Discussion Starter #1 (Edited)
The North is a hard land. The soil bares little to no crops and the blasts of winter’s fury claim more and more lives each year. Thousands wither away as a result of starvation, drought, poor health care and a losing battle with the elements. This is not to mention the mountains of dead created by roving Chaos war bands. A large keep sat untouched for centuries in a mountain pass as it was used by a particularly nasty tribe of Khornate Norse for passage into the softer southern realms. A stampede of red and brass death tore through the region as their chariots, knights and worse ripped through the poorly armed and untrained militia who took up pitchforks and similar arms in a hopeless effort to stem the tide. Every year the tribe would flow south, reaping the skulls of their victims for the glory of the dark gods, and every year it would take a dedicated showing from the Elector Counts to chase them back. Never garrisoning nor arming the keep to stop the issue at the source. This carried on for years until a young Northman made a trip to Sylvania in search of a cure to the Chaos plague.


Vanir was everything the Empire could hope for in one of its noble sons. Well-built as a result of Northern genes, a master at arms from years of training, well-spoken and highly educated. He was popular amongst the common folk as a result of his fair nature, even if he was no great inspiration people knew well that he was not to be swayed by coin or political offers. His honor guard of Knights were said to be fine warriors as well, if a bit under equipped as a result of the area's poverty. Vanir’s journey south was far from unnoticed, many questioned the young Count's motives in the wake of his people's violent slaughter but a year before his decision to head to the cursed lands. When he disappeared soon after crossing the borderlands everyone assumed him another lost soul in the land of thousands.


Nearly a full two centuries from the year he left, a cloaked man wearing the purple and black of the region's few soldiers, the nobility's coat of arms on his bearers flag. The sword sheathed at his side glowed with unnatural power and the green talisman around his neck pulsed with runes of protection. Flanked by dozens of knights and with a horde of formerly fallen men waiting in the forests surrounding the area, Vanir strode into his former home and mercilessly slaughtered all those within, ousting the descendants of his line to a man and drinking their blood. The common people ran from the man they once adored but he was safe in the knowledge it was for their own good. There was peace in death and he wasn't going to kill all of them. These were remote villages and his keep was in dire need of garrison. His twisted creatures of the night stayed hidden in the mountainside, feeding only when he willed them forth to assist in the slaughter. Before long it was fully staffed but not by wholesome Empire men and women, by horrifying Terrorgheists in the upper caves above the castle itself and countless shambling zombies in the town below. When the tribe came they were met with an unending wall of the already slain and mercenary ogres that had been also put to the sword. Before long the whole of a great Norse war band lay dead at the feet of the new Lord of Kislev's mountain pass, Valnir the Reaper.


Lord



Lord Vanir the Reaper. Undying Lord of Northern Kislev and Master of the Mountain Pass.


Equipment: Ogre Blade, Talisman of Preservation, Other Trickster's Shard, Shield, Barded Nightmare, Heavy Armor.


Abilities: Level Four wizard, Quickblood, Red Fury.


Heroes



Sir Varek the Unbreakable. Spellsword of House Rayth and Head of the Eternal Kingsguard.



Equipment: Book of Arkhan, Lance, Enchanted Shield, Ironcurse Icon, Heavy Armor, Barded Nightmare.


Abilities: Level 1 Death Caster, Quickblood.


Taryc the Snake. Necromancer Apprentice and Supporting Mage of House Rayth.



Equipment: Dispel Scroll.


Abilities: Level 1 Lore of Vampires wizard.


Core


The Risen


Two units of Zombies, one of forty with Standard and musician, and another of twenty-five.

Those In Between

Thirty Ghouls.

The Hounds


Three units of five dire wolves.

Special

The Eternal Kingsguard

Thirteen Black Knights with Lances, Barding, Full Command and the Banner of Swiftness.


Risen Brutes of the Mountains


Eight Crypt Horrors.


The Primeval Hunters


Three Vargheists.

Rare

Nightscream, Horror of the Skies.


Terrorgheist.

The basic tabletop strategy is to have the Vampires with the Knights and dealing with, well, pretty much anything while the Core is used to tarpit (Zombies), shred hordes (Ghouls) or as chaff (Wolves). The Vargs are there to hunt War Machines and wizards if possible. The CH will screen the TG and then lock something in combat to be screamed to death. It's a strong, competitive list but I really love the fluff behind it thus far. I'm looking to have a strong magic phase with 2 Invos, Bound Van Hels, a Death Snipe and my level 4.

What's everyone think? How can I improve it?
 

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I can't talk about the list because I don't know much about VC, but I really like the fluff. The opening about the north is really atmospheric, which I like. I also appreciate how Vanir is not perfect, which is good. The way you tie in his description with the items he is equipped with is a nice touch. The harrowing sacrifice he makes to defend his area is a good way to end it. I'm impressed.
 

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Discussion Starter #5
I can't talk about the list because I don't know much about VC, but I really like the fluff. The opening about the north is really atmospheric, which I like. I also appreciate how Vanir is not perfect, which is good. The way you tie in his description with the items he is equipped with is a nice touch. The harrowing sacrifice he makes to defend his area is a good way to end it. I'm impressed.
Awesome! I'm very happy to have feedback on the fluff as that was, ultimately, what made me flop over to VC from having decided on WoC. I just couldn't shake off the desire to play some Vamps!
 

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I think you should have some blood knights. Awesome combat ability and fluffy for your army.
 

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Discussion Starter #7
I think you should have some blood knights. Awesome combat ability and fluffy for your army.
Would if I could! Points are too tight as it is bud. I'd really love to have some Bloods and Hexwraiths as I love them both fluffwise but they're too fragile on the tabletop. One good MM and the Hexies are done while the BK's really should have 2 wounds.
 

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2 wound Blood Knights would make me cry. I don't play Vamps but my friend has had them for years and I had my Orcs rolled over by just 5 of them.
 

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Discussion Starter #9
2 wound Blood Knights would make me cry. I don't play Vamps but my friend has had them for years and I had my Orcs rolled over by just 5 of them.
I really wish they would do *something*. I'd happily trade frenzy for a point reduction. Or something to make them mon-cav. Or something to make them ever-so-slightly sturdier. I want to field them. They're just too point costly and fragile for me.
 

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Hi i know i am a bit late for the party but here to add my 2 cents.

Firstly i would look at a lord build more like. Sword of bloodshed tali of endurance enchanted shield barded steed heavy armour thats a 1+ 5++ red fury quick blood thats 1+ 5++ 8 attacks gaining bonusus and this is the blender lord that people hate he will keep comabat res up. Right level 4 is great i love having a super vamp people say he is not good i beg to differ.

from experience your veirghiest won't do much other than die i would consider dropping. crypt horrors however are awesome (better boosted by wild form :p).

Terrorghiest are cool but again won't last long if you have just one might be worth dropping for blood knights.

I never leave home without my blood knights if i am in the mood to points sink i go with 2 vamp heros 1 with the +2 attacks sword one with staff of damnation and lance both with a 1+ armour save and both with red fury 1 as a bsb and then 4 blood knights stand and champ. the champ carries the sword of battle. the unit puts out 24 strength 5 (not charging) attacks 30 if you activate the staff of damnation and 6 str 4 attacks from steeds or 12 if you activate the staff. both level 1s can raise 2 per cast of ION 1 for the cast 1 for lore attribute. This unit wrecks everything i have thrown it at it will smash through a horde heavy or monstrous cav or infantry and on the carge can even take down monsters. the cheap option i go with is 5 blood knights stand and champ who has the sword of battle. vamp hero bsb staff of damnation lance 1+ armour save.

Just food for thought love your narative though.
Not a fan of ghouls think the are too expensive for what they are i would skele up and zombie up anvil style. I would split zombies into 3 units of 20 and raise them up get the 2d6 zombies working for you even a level 1 can raise 8-9 in one cast but try get to a level 2.

Core i would break your sombies up
 
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