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  Topic Review (Newest First)
03-09-10 01:29 AM
Mitchy ok, so what if i took spirt hosts and tons and tons of (Zombies or Skellies?)

then i would take fast units to get rid of those awesome archers. Plus some scary things like a vargulf to make him think twice about charging anything importent.

sound good?
03-08-10 05:05 PM
Yilmar
Quote:
Originally Posted by effigy22 View Post
unless they go balls out on spellcasters
Well you can count on that for sure especially against vc.
They also have a cheap magic item (about 15pts) that champions can take which makes all weapons in a unit magical.

And about countering high elves I'd say overwhelm them in numbers and autobreak them by fear.
03-08-10 04:43 PM
effigy22 High Elves? ethereal units IMO! Alot of their stuff cant hurt it (unless they go balls out on spellcasters)
03-08-10 03:20 AM
Mitchy no theres still the vargulf there.

And effigy i will try to get more grave guard, but i dont have the money as of now. So ill just be cheating and buying furies and putting them on home made ((40mm right?)) bases then use them as Fell Bats.

Thanks for the advice, but there one more thing i need help with... Whats the best way to deal with high elfs?
03-05-10 04:11 PM
Torpored Did you lose the vargulf on accident in this last version?
03-05-10 03:43 PM
effigy22 ok, fit full command in all skelly units you can do this by removing some skellies from the larger unit.

Drop a unit of fell bats and add more to the grave guard and then i think you got it PERFECT for good balanced army.
03-05-10 03:11 AM
Mitchy heres the remake:

Vampire General: -Dark Acolyte -Lord of the Dead -Helm of Commandment

Vampire BSB: -Dark Acolyte -Lord of the Dead -Book of Arkhan

Vampire Fighter: -Infinate Hatred -Beguile -Flayed Hauberk -Sword of Might

10 Skellies -Champion

10 Skellies -Champion

23 Skellies -Full Command

Vargulf

5 Fell Bats
5 Fell bats Should i put these guys in one unit? or is two good?

10 Grave Guard: -Full Command -Banner of the Dead Legion

So what do you guys think of the newer list?
03-04-10 11:50 AM
effigy22 I would personally keep dark acolyte - without it your generating less power dice and you cannot use more than 2 a turn!

Keep dark acolyte and Lord of Dead. That way with 2 caster vampires you can spam dice raising your skeletons on a 3+ instead of wasting 2 dice to getting 1 casting of raise... WHICH CANT EVEN RAISE YOUR UNITS ABOVE STARTING!

Sceptre only works when raising new units of zombies and not adding, so its pretty pointless. Stick with helm of commandment - no one ever expects WS6 skeletons.

PErsonally the only changes i would make is increase the graveguard some how - make all vamps lvl 2 with lord of dead. drop skeles to minimum size (you can spam you raise spells to get them up to a decent strength)

1 other thing - you cannot equip more than 1 magic armour on a person at a time - so no cadaverous cuirass and enchanted shield combo.

Also your vamp is over points limit with Helm and dispel scroll - totals 55 points, sacrafice dispel scroll here.
03-03-10 07:52 PM
Mitchy Thanks for the advice

And Orochi, i just recently started the game and at the moment i dont have enough models to even build this list, and i only have 10 ghouls right now, and the next thing i get will be fell bats, Im thinking of buying furies and puting them on the right size base.

Anyhow ill try out a game with the Vampire Advice, but at this moment i wont be able to use the ghouls. Otherwise i totally would.

Im making a reversion of my list, ill post it later today. But pretty much all i did was get rid of the black knights (I know people are going to say that i shouldnt) They really didnt do that much for me in the last three games i played. All they did was keep other knight in combat for four turns then they got cut down. So far the only combat that theyve won was when i lucked out with the cav hits on the empire knights and won combat by one. Thank [a choas god] his warrior priest didnt get the unbreakable spell off. But other then that theyve been beaten by archers and crossbowmen. And yes its because of the really reall bad rolling.
02-24-10 02:39 PM
LukeValantine Hate to say it, but the best armies for vampire counts are the ones that take one idea and do it to death. In other words if you want to use skeletons as your tar pit for combat resolution then take three or four units with full command. Then put Lord of the dead on every vamp sprinkle with a few standards, and the bound version of dance then build your army around that. However even for vampire counts you don't have much in the way for starting units especially without the ability to boast some of the meatier choices above their starting strength on every character. I find generally most of the scariest undead lists either raise 50+ models a game or have unit breakers like grave guard flanked by everyone's favorite free unit zombies. Oh and never rellly on zombies to beat things in fact rarely is it advised to try to support a combat with zombies (You will often loos just to the combat resolution from casualties.
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