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Made in au
Sneaky Lictor






Due to the highly enthusiastic responses to this thread http://www.dakkadakka.com/dakkaforum/posts/list/0/401246.page#3401419, I believe we need to expand our knowledgebase by making a complete, and accessible Tactica for each of the Warhammer Armies. I understand that the site already has a section for Articles, but people either don't know about them, contribute to them or use them. The ultimate goals of this are as follows;

1. Create a second thread, which is a library of our tacticas. Optimally this thread would be stickied but we'll have to wait and see on that.
2. Complete the library, with a tactica for each of the armies. I understand these already exist on other sites for specific armies, but that's an awful reason not to do it here.
3. Include a tactica for unique builds outside of standard armies (for instance all-tree Wood Elves or all-monster WoC)
4. Use the same format for each tactica to improve readability and academic professionalism (no, really)

So, with that goal in mind, the armies are listed below, please post if you want to write the tactica for the army. If you want to write a tactica for an unusual army, I'll add it.

Roll Call

Beastmen: ______
Bretonnia: ______
Daemons of Chaos: ______
Dark Elves: DaemonJellyBaby
Dwarfs: ______
High Elves: Jubear
Lizardmen: Hoverboy
Ogre Kingdoms: ______
Orcs & Goblins: ______
Skaven: Boss Salvage
Empire: ______
Tomb Kings: ______
Vampire Counts: ______
Warriors of Chaos: Cowpow16
Wood Elves: _____

Format: This is the format to use for the tacticas. Write it as an Article (or in its own thread), and link it in a reply to this thread, and I'll put it in the subsequent Library thread.

Introduction:
-Two or three sentences about why you'd want to play this army.

Flavor:
-A short spiel about the army's backstory.
-A short spiel about the army's flavor and appearance.

Tactical Opportunities
-What the army excels, and fails at.
-The archetypal directions the army can go.

Lords and Heroes
-Run down on what options there are, strengths and weaknesses. The formatting and length of this is up to you.

Core
-Run down on what options there are, strengths and weaknesses. The formatting and length of this is up to you.

Special
-Run down on what options there are, strengths and weaknesses. The formatting and length of this is up to you.

Rare
-Run down on what options there are, strengths and weaknesses. The formatting and length of this is up to you.

Unique Characters
-Run down on what options there are, strengths and weaknesses. The formatting and length of this is up to you.

Conclusion
-Summation of key points.

Now, between the Unique Characters and Conclusion section, there's a lot you can include. This is all optional, but here are my suggestions.

Tactics
-Methods of playing while at the table.

Power combinations
-For example, Helm of Commandment and Graveguard

Example army lists
-A little show and tell.

I hope we can get this project off the ground, and vastly increase the knowledge base that exists right here on Dakka.

This message was edited 6 times. Last update was at 2011/10/05 03:16:11


The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Feel free to use my link the more people that read it the better.
I will be doing a few add ons and changes to it soon to give it some new content.
Might also add the magic items specific to woc too.
I like this idea.

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in gb
Terrifying Wraith




London, England, Holy Terra

Unfortunately, I don't think I'll be able to help much here- my forte is in fluff, scenarios and the occasional suggestion. Sorry!

Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
DR:90+S-G+M+B+I++Pwhfb09#-D+A+/eWD354R+++T(S)DM+ 
   
Made in gb
Bloodthirsty Chaos Knight






Maybe try to get a couple of views per army, though cowpows WoC guide is great, so he has the army I'm most familiar with covered

   
Made in bg
Cosmic Joe





Bulgaria

Lizardmen

Introduction:
The lizardmen army has many advantages, tough basic troops with fast support units and hard hitting monsters.
This is an army for those who like reliability and enjoy the coldblooded destruction of their foes.

Flavor:
The lizardmen race actually consist of several races who where all created by the enigmatic old ones, they where the first to be created and each had it's own purpose. Slaan where created first and acted as direct liasons for the old one's earthly affairs, the saurus where created purely for war with the goal of cleansing the world of unwanted races, skinks where made to be artisans who would run the newly established empire while the kroxigor where destined to be the builders upon who's backs the great cities would rise.

The lizardmen are capable to function in all three phases of the game, with the devastating magic of the Slaan, posionous volleys of the skinks, and ferocity of the saurus, the force can also be augmented by the addition of fierce jungle beasts.
Their models will appeal to any lizard lover with abundance of scales horns and teeth, as well as ferocious looking weapons and ornate armor based on mesoamerican gliphs.

Tactical Opportunities
The lizardmen are as said above good at most things, with an obvious lack of long range shooting.
The army is one of the most versatile and can be based on speed, streinght, magic or a ballanced approach.

Lords and Heroes
It's unknown what GW where thinking when writing the book but most named characters are overpriced by about 50-200 points, using them in any but the most themed list is ill advised.

Slaan Mage-priest: Considered by many the premiere leader for the army the slaan wields devastating magic and has access to the best magic deffence in the game.
There is a sentimet among players (mostly of other races) that overupgrading a slaan is cheesy. Notable is his unique ability (for an unnamed character) to be both the BSB and general.

Saurus Oldblood: The baddest saurus available this guy is a consumate fighter able to stand toe to toe with the nastiest of enemy characters and still stand a chance (altho slight in some cases). This is also where we get our first monster option with the bloodthirsty carnosaur, a beast that is scary to any monster foolish enough to face it.

Saurus Scar-Veteran: Less expirienced than the oldblood, this hero is a great warrior and has great potential for unit bolstering. He's also a BSB option.

Skink Priest: Limited in their lore choice these are seen as unworthy by many, but a skink priest can be usefull for carriyng additional arcane items and the lore of heavens is quitte good when you get used to it, also spamming the signature spell is quite possibly the nastiest debuff i have used. Here too we can have a monster and it comes with one of the oddest pieces of equipment in the game, the engine of the gods is great for its undispellable protective and offencive capabilities, altho considered by many to not be worth the points.

Skink Chief: This elite skink is quite cheap and can prove usefull as the leader of a small harrasment unit or be used to bolster a bigger more static unit. He could also ride either kind of stegadon, for even more monster fun, of note however is his ability to ride a terradon and the ability to actually join and lead a unit of them. Also a BSB option.

Core
Saurus warriors: The basic heavy infantry of the army, they are hard hitting and durable with a great statline for their cost.
There is a long running debate weither using spears with them is worth it or not.

Skinks: Also known as ranked or cohort skinks, this unit makes up what it lacks in durability with numbers and what it lacks in hitting power with kroxigor.
Some use small units of these for screening instead of skirmishers.

Skink skirmishers: Mobile harasment unit that is quite cheap, usually used for screening and flanking their speed will quickly let them get to using their rather short range.

Jungle swarm: This unit altho characterfull suffers from the horrid swarm rules as seen in the BRB.

Special
Chameleon Skinks: These guys are godsend (old one send?), they sneak up and take out any high T low armour targets the enemy is foolish enough not to guard. And if he guards them he's diverting forces from the main battle, either way a win, win.

Terradon Riders: The faster less shooty cousins of the chameleon skink, these guys are great for tying up enemy war machines or small missile units, or scaring the crap out of lone wizards.

Temple Guard: The dediacted entorauge for a slaan, this unit is considered too expencive to use without one, as they gain stubborn if he's present. A heavier, more damaging version of the saurus warrior they too are durable but a bit more hard-hitting.

Cold One Cavalry: Lizards riding lizards, what's not to like. Quite expencive they seem like your typical heavy cavalry, best used to flank the enemy in support of your more numerous units.

Kroxigor: For those who preffer raw damage without the skink meatshield the big bad lizards are available on their own. They have the same function as the cavalry but sacrifice some speed for more damage potential and weaker armour.

Stegadon: Big bad and full of wrath. This living battering ram is simmilar to a chariot except he hits harder and costs more points. Devastating on the charge a stegadon can keep on the damage simply by being a monster. The big bow is a bit of a letdown unless you get lucky at which point it's hillarious (well not for the enemy).

Rare
Ancient Stegadon: Older harder hitting, this version of the big beast also comes with a ranged weapon that makes you feel dirty the first time you use it on an unsuspecting enemy.

Sallamander: Also known as a walking mass frier, this thing is the latest word in crowd control. The ability to march 12" and the spew out a long range flame template is just down dirty. Use in packs for added effect.

Razordon: These are often overlooked for being less effective than a sallamander (can't march and shoot). But i know some people would be afraid to charge their more important units into one. Also the high S shooting is nice either way.

Items
Blade of Realities: Possibly devastating but the new BSB rules make it harder to succseed with.
Blade of Revered Tzunki: A stronger version of the obsidian blade, quite nice if you can spare the points.
Scimitar of the Sun Resplendent: A more expencive version of a BRB item, pass.
Stegadon War Spear: A bit expencive but the potential, rarely used tho as skink chiefs are rare themselves.
Staff of the Lost Sun: Now that's fun to mount on a terradon.
Pirhana Blade: This is fun to use on anything with multiple wounds.
Dagger of Sotek: not sure how many skinks will actually see combat for long enough to really use this.
Sword of the Hornet: A clone of a BRB item, most lizardmen characters lack the initiative to make full use of ASF.
Burning Blade of Chotec: A personal favorite. Really messes up any regenerator.

Hide of the Cold Ones: Pretty nice but with most our characters having good armour to begin with, ward granting options seem more usefull.
Sacred Stegadon Helm: In comparison to newer helms and LD boosters this seems very overpriced.
Shield of the Mirrored Pool: Magic missiles are the best way to clear up your skirmishing units – just sayin.
Maiming Shield: Extra attacks are nice, certainly get it if you have the point's.

The Horn of Krygor: Excuse me how many points!? No hanks.
Horned One: With the FAQ fix this has been the focal point of a few argument's, also not really worth it over a regular cold one as such a character would be with a unit and subject to stupidity anyway.
Divine Plaque of Protection: A big FU to all who wanna shoot you'r solo slaan.
War Drum of Xahutec: This is an odd one for it seems great for supporting your flanking units, but when you think about it it has to be with the fleeing flankers but not joined to them.
Blood Statuette of Spite: Human and elven characters really hate this one, can work well with toughness debuffs.
Charm of the Jaguar Warrior: A flying item, nice to have but uses power dice.
Cloak of Feathers: Cheap boost of speed that dosen't use PD. Yes please. Great for hopping priests around to annoy the enemy.
Carnosaur Pendant: This isn't rage, its' RAAAAGE. Great if you're trying to mass up attacks.
Curse Charm of Tepok: Nice and sneaky, a bit expencive for one use though.
Bane Head: Come at me bro, i dare ya. Works extra mean with the pirhana blade.
Dragonfly of Quicksilver: Neat to have if you need to fill up points.
Venom of the Firefly Frog: It's a steal, and it can give magical attacks that aren't attached to a weapon (it matters sometimes trust me).

Cupped Hands of The Old Ones: Reeeal expencive for one use, but miscasts are mean, and tossing your's on the enemy is even meaner.
Cube of Darkness: it should be called cube of my enemy rolled 10+ PD. Seriously awesome.
Rod of the Storm: One use thunderbolt for 25 pts. Lame.
Diadem of Power: Dice battery, it's ok if you have any PD left. Best used in slaan free lists.
Itxi Grubs: A nice backup if you fear failing to cast a spell. Bit expencive for one use though.
Plaque of Tepok: It's neat and can make for a nice upgrade, good price too.

Aura of Quetzl: Neat, but the BRB gives the same attached to an armour, for cheaper.
Glyph Necklase: Another BRB item clone, a good one to pair up on too.
Amulet of Itzl: Twice the points but three times the effectivnes of a BRB item. It's ok if you plan to run around solo.

Totem of Prophercy: The BRB gives terror for the same price, and i say pass on both.
Plaque of Dominion: Stupidity is no issue with a BSB nearby, also short range. Pass.
Huanchis's Blessed Totem: A great way to ensure your Deathstar hits home.
Jaguar Standart: Use this one on something scary, it will guarantee that finishing blow.
Skavenpelt Banner: Excuse me so i'm supposed to have a skink BSB and not give him magic armor? No thanks.

Tactics
Making full use of what you'r army has to offer, is easy with the lizardmen as the unit's use is so obvious at first glance.
The tactics available are varied and numerous, but will allways revolve on having a main battle line supported by flankers/magic.

Conclusion
So yea reliable troops, good models and an overall competitive army list make for a good enjoyable expirience.


Automatically Appended Next Post:
My fingers hurt.

This message was edited 8 times. Last update was at 2012/09/03 18:18:27



Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in au
Sneaky Lictor






Godamn Hoverboy, that's fantastic. You don't really believe in "waiting" as a concept do you? I'm very impressed.

The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in au
Stubborn White Lion





This is awesome... Its good to see an influx of quality Fantasy threads coming in!
I play High Elves but dont think id be much use for this kinda thing... I like to play fun/flavoured lists, but if your in desperate need after a little while I could step up maybe.
Fantastic stuff by Hoverboy tho!

Warhammer is the right of all sentient nerds!
 
   
Made in au
Skillful Swordmaster






I have the time to do a HE one today If I post it can someone edit it for me (come on gramma nazis I needz you)

This message was edited 1 time. Last update was at 2011/10/04 04:04:54


Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in au
Sneaky Lictor






Sounds great Jubear, whatever you need!

In related news, Boss Salvage signed up for Skaven, we're making great progress.

The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

Best tacticas are each army getting their own thread.
With everyone's input and experience.

Read, and compiled into OP post.

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Made in au
Skillful Swordmaster






[b]HIGH ELVES


Introduction:
-High Elves are possible one of the cheapest and easiest armies to collect in WHFB the High point cost of even core rank and file means that they are comparitely low model count compared to most armies in WHFB also the IoB features HEs another factor that keeps cost down.

Flavor:
-High Elves are girly little dress wearing pansys that live on an island
-High Elves wear loose fitting robes that they claim are very comfortable and not a dress at all, the also magically clean there hair and never have dirt under there nails.

Tactical Opportunities
-High Elves are a melee combat army with a strong magical presence. The HE elite foot infantry are some of the most deadly infantry in the game and HE magic is versitle and deadly with full access to all the standard lores as well as the less popular High magic lore. The army book also contains many magic items that can boost your magic phase through the generation of spell dice etc. They are also blessed with what I consider to be one the best bargains in WHFB the Great eagle providing the army with a cheap source of warmachine hunters and redirectoers.
-High elves are fairly limited in the builds they can use. Most competitive list feature mniuam amount of points spent of core while the special allowance is genrally maxed out with units of elite infantry and supoorted by Great eagles and a Archmage. Altho the HEs do possess some long range capabilty they are not capable of winning a "shooting" war as the lack blackpowder weapons or missile troops with multiple shots. This tends to make the HEs ranged options all but useless as they lack firepower or the ability to absord damage.


Lords and Heroes
-Prince, Over priced option not worth fielding in anything other then a large games. DO NOT put a prince on a dragon you are asking to have 500-600 points removed first turn by magic and warmachines.
-Archmage, A great choice for a leader for your army altho weak and vunrable in combat like most magic users its a simple fact that magic in 8th is devastating and a level 4 provides you with protection from magic and the ability to auto delete units and buff your own.
-Noble, Fairly useless unless carrying a BSB keep him cheap and cheerful and remember most HE elites can carry magic banners (and unit of core) meaning that giving a BSB a magic banner is usually a poor idea as he can be picked out and killed but a normal standard bearer can not.
-Mage, Great back up caster/dispell scroll caddys. However make sure to pick a lore with a good signature spell as the 1 or 2 rolls you are going to make to choose spells will proberly not give you what you want a great example of a perfect low level lore is fire.
-Dragon mage, Horrible choice the last thing you want is a big expensive close combat unit like a dragon carrying a unit that needs to stay at range and out of combat to survie/cast.

It hear I would like to remind players that most magical swords etc are a waste on HE lords and princess a great weapon will give you +2 strength for 8 points...that is significantly cheaper and more usefull then most magical weapons.

Core
-Spearmen, Our cheapest core is still pricey at 9 points a model but in massed units (I run between 40-60) Is more then capable of fighting most enemy units try to avoid letting all those attacks go to waste on high toughness or high armor units.

-Archers, Horribly over priced unit extremely ineffective only real use is for a bunkers for casters.

-Lothern Sea Guard, Stupidly over priced unit 13 points is simply to much to spend on rank and file remember a HE elite is only 2 points more. However if you are dead set on trying to get some bowfire in your army these guys are my prefered way to do so.

Special
-Swordmasters, These guys in decent numbers can go toe to toe with almost anything in the game and come out on top however they only have T3 and +5 save so your oppoenent WILL try to his best to remove them as soon as possible.
-White Lions, My personal favourite of the HEs elites the extra armour save they get against shooting attacks combined with stubborn and Strengh 4 and great weapons means you have reliable hard hitting unit that you can use to reliably counter almost any other unit in the game.
Phoniex Guard, Provides some much needed durablity to the HEs they make great bunkers for archmages in smaller units or in larger units gives you another hard hitting block of troops. With no real weakness other then magic.
-Reavers, Not worth taking great eagles do everything they do but better.
-Silver Helms, THE worst unit in the the army book hands down over priced under achievers. All heavy cavalry is useless in 8th and these guys set the bar for useless.
-Dragon Princes, Far better value then silver helms however this is still 8th edition and heavy cavalry is simply useless.
-Chariots, Both flavours of chariots are not great choices with even the pricey lion chariot not capable of putting out enough damage to compensate for its fragility.
-Shadow warrior, Skirmishes are a great unit to have as long as they have poison shots or multiple shots. Shadow warriors do not have any of these things and thus do not make the cut.

Rare
-Great Eagles, High elves only source of cheap redirectors or warmachine hunters and the good thing is you can field 4 of them at games below 3000pts. One of the star of the army book.
-Repeater Bolt Throwers, Extremely over priced warmachine for what it brings to the game. A level 1 fire mage is a far better source of ranged firepower and allows you to keep your eagle count high.

Unique Characters
-Teclis, Simply the most broken special character in the game no exceptions when backed by a banner of sorcery he is capable of destroying enitre armies solo and the rest of your army will have nothing else to do but cheer him on.
-Korhil, Not a bad choice for some extra punch in a unit of core troops also brings the benefits of stubborn and killing blow much better value then a combat lord or prince.
-No experience with the other named characters as they all look too overpriced to be worth fielding.

Conclusion
-High Elves are a combat army not a shooting army.
-Cheap to collect
-Great Magic
-Teclis is a god


This message was edited 1 time. Last update was at 2011/10/04 05:36:04


Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in au
Sneaky Lictor






LunaHound wrote:Best tacticas are each army getting their own thread.
With everyone's input and experience.

Read, and compiled into OP post.


That's exactly what's going to happen. However, first we need to establish who's starting the tacticas for each army, and assembling a library of them so they're easily accessible.

Fantastic Jubear! Major congratulations, thanks for helping.

I'm going to start the library thread as soon as we get a few more.

The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in gb
Unhealthy Competition With Other Legions




Nottingham / Sheffield

I will jump in for Dark Elves

Are you thinking of somethingf similar to DRAICH?
http://www.druchii.net/viewtopic.php?t=65603
Hundreds of tacticas, advice, specialisations and more

This message was edited 2 times. Last update was at 2011/10/04 19:18:56


Project Log
Neronoxx wrote:
...for the love of god can we drop the flipping jokes?
They might go over peoples heads....
 
   
Made in us
Longtime Dakkanaut





LunaHound wrote:Best tacticas are each army getting their own thread.

Warhammer has a whole lot of armies. That's a whole lot of threads in a fast-scrolling forum. With 15 threads locked or constant-bumping, you'd basically invalidate one subforum as no other threads would show up.

   
Made in ca
Avatar of the Bloody-Handed God





Inactive

DukeRustfield wrote:
LunaHound wrote:Best tacticas are each army getting their own thread.

Warhammer has a whole lot of armies. That's a whole lot of threads in a fast-scrolling forum. With 15 threads locked or constant-bumping, you'd basically invalidate one subforum as no other threads would show up.

Not true, allow me to direct you to 219 pages of discussion and compiled perfection

http://www.warseer.com/forums/showthread.php?t=281268

Its also why OP of this thread surprised me abit when he wants to take on the task of multiple tacticas.

This message was edited 1 time. Last update was at 2011/10/04 20:39:59


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Made in us
Longtime Dakkanaut





That's exactly what I said.

First, that is a subforum dedicated to tactics solely. This is the General Discussion and Background forum. It won't work here without looking crappy, it's just not the way these forums are organized. But, you know, knock yourself out over there.

   
Made in au
Sneaky Lictor






DaemonJellybaby wrote:I will jump in for Dark Elves


Excellent Jelly, you're signed up, thanks a lot.

DukeRustfield wrote:
LunaHound wrote:Best tacticas are each army getting their own thread.

Warhammer has a whole lot of armies. That's a whole lot of threads in a fast-scrolling forum. With 15 threads locked or constant-bumping, you'd basically invalidate one subforum as no other threads would show up.


Exactly, obviously we can't do that. Instead I'm going to set up a library thread, which has a link to each of the tacticas people are writing. The goals are to make them centralised, accessible and complete.

LunaHound wrote:Its also why OP of this thread surprised me abit when he wants to take on the task of multiple tacticas.


Because Dakka Dakka isn't an army specific forum. When people suggest tacticas to new players, they always direct them to specific community sites for a single army. I don't see why Dakka can't have its own tacticas, especially considering the ones in those community sites are outdated, and oblivious to competitive meta. It would also be nice if someone could actually browse through various tacticas without having to switch sites.

DukeRustfield wrote:First, that is a subforum dedicated to tactics solely. This is the General Discussion and Background forum. It won't work here without looking crappy, it's just not the way these forums are organized. But, you know, knock yourself out over there.


There's three steps in this. First we have to figure out who's writing what. Then they have to write the tacticas. These two steps are what this thread is for. I put it in the General Discussion forum because it's organisation and planning. The third step is putting each tactica on its own page. I'm still deciding between each one having its own thread or its own article, I'm leaning towards article. I would never suggest these be stickied. Input on this would be great. The last step is making the library thread, which has a link to each of the tactica threads/articles. That way there's one thread everyone can easily find. I'm going to ask a mod to sticky THAT one thread, and it's going to be in the Tactics forum.

The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in no
Terrifying Doombull





Hefnaheim

Beastmen
Beastmen are one of those armies that you either love or hate. They do for the time suffer from a sligthy outdated codex. But they still preform well if fielded by a skilled player. They are also a queit costly army, since one needs ALOT of core units in rather large units to make it efficent, therfor I have found that 2500+ games works very well for them. But that beeing said they work well in smaler games also, you also have the option of countless customizations with your rank & file troops. If you choose to alige them with a special God.

The Beastmen are the true children of Chaos, they are the ones that will rise up and cast down the hated mankind, and erase their cities. They care not fopr any sort of creation. Only violence and war, to face a beastherd is to face the stuff nigthmares and mad dreams drenched in blood.

A beastmen army can either go monster heavy( lots of Minotaurs) or you can have a tide of Gors and Bestigors lead by a migthy lord. They excell at close combat so no gun line love here. They also relye heavely on their speciial rules such as Ambush and Primival ury witch can turn the tide of war against their foes.


They have a few special rules that are very handy when dealing with armies such as HE, De and Dwarfes. these I will list in the text below.

SPECIAL RULES!

1. Primal fury : This rule are what makes the Beastmen so potential deadly in combat, it requiers a leadership test at the start of each turn of combat. If the test is passed they become the subject to hatered, and gets to reroll all missed attack even if its not the first round of combat. In addition to this, units who passes said test on a rol of dobble 1s are also subjected to frenzied

2. Beastman Ambush : This rule alows you to keep a unit of your choosing in resverve. The only requierment iss that you have a simmilar sized unit on the field of battle. If you intend to ambush witha unit of 50 Gors you need a unit of 50 Gors already deployed on the field of battle. But make sure to tell your opponet about this thou. special characthers can NOT join ambush unuits with the exception of Ungrol Fourhorn. See rulebook for more detail info on this

LORDS:

Khazrak The One Eyed
This is one of the Bestmens best Lords. he has a good statline. And very useful special rules and equipment. He gives the edge you often need against gunnlines
Special rules :
Bestilal Cunning : All units using the Ambush special rules can reroll their deployment roll
Magic Items : The Scourge. Very good against horde formations. Gives him the same amount of attacks equal to that of the troops in the first rank facing him.
The Dark Mail : A handy armour save, negates effects of magical or runic weapons.
Tip : Gor heavy army with large blocks around 80 with extra handweapon, and Bestigor bunker for Khazarak

Gorthor The Beastlord
A very effective Lord if used rigth, it also depends on what foe your figthing as he works best against O&G skaven and Empire.
Magic : Scion of the dark gods : Generates a random spell from the lord of death, it gives him half the amount of requierd power to cast said spell. He may not exchange this spell as a Normal wizzard may
Special rules : Primal fury, Chariot, Manbane
Special equipment :
The impaler : Gives killing blow
Skull Of Mugrar : When you gonna trow for impact hits this allowes for an extra dice to be trow and the higest result choosen.
Cloak of The Beastlord : Allowes any unit within 18 inches of him to use his leadership charactheristic
Tip : Chariots and more chariots pluss Minotaurs. And dont forget Gors

Malagor the Dark Omen
He is a lvl 4 wizzard, and thus making him your ideal choice for a caster in the Beastmen army. He may choose from the following lores : Lore of the wild. Lore of death, lore of lore of shadows and lore of beasts. He can also fly witch is nice to have for a spellcaster and not having to pay for it
Magic : Lvl 4 wizzard
Special equipment : Something wicked this way comes : Any enemy unit with in 6 of him may not use their Generals leadership if he is not in their unit
Unholy powers : For every spell he casts he gets a cumulative +1 on subsequent casting attempts for the rest of the magic phase.
Magic items : Icons of Vilification : All friensdly units within 6 making their primal fury test, will be frenzied on a roll of double 1s

Ghorros Warhoof
This is one of those Lords you either love or hate. Personaly I find him okay but I wont run him in any games I am needing to win. He dose however have some qualities that makes him usefull thou.
Special rules :
The Sons of Ghorros : Gives a +1 WS and the look out sir rule
Father Of Beasts : All units in your army gets a +1 to their leadershiptest if he is killed, this applies when taking primal fury test.
Magic items : Mansmahser : Each unsaved wound caused by this weapon is multiplied into D3 wounds.
Skull og the Unicorn lord : Gives a 2 magical resistance, and all wood elfs gets hatred when figthing him.

Morghur
A hero I have never personaly tried, would love to hear from people who have.
Special rules :
Aura of Tramsformation : he cannot be harmed by missile or magic attacks unless the source of the attacks in less the 12 from him. And in the beginning of each combat phase all units in base contact with him takes a S3 hit with no armour save allowed.
Spirirt - essence of Chaos : See codex P 57

Taurox The Brass Bull
Now this is a real monster on the tabel, he has the potential to devesate a enemy formation when put in a Minotaur herd. He is subject to frenzie but that is worth the price you pay for him.
Special rules :
Bloodgreed, fear. frenzie, Slaugthers call
Brass body : He has a 1+ save, however if an attacker rolles a six on to hit and a six on to wund he will fall if he fails armour saves.
Impact hits : Causes D3 +1 on the turn he charges
Magic items : Rune tortured axes : Ignores armour and stopps regen aka flaming

Moonclaw, Son of Morrslieb
I have never fileded this one either. And he seems to be somewhat hit or miss in the effecivness scale
Magic : Lvl 1 wizzard with Lore of the Wild and Lore of the Shadows
Special rules : Primal Fury
Waves of insanity : see page 59 in codex
Unholy Zeniht : same as above
Ward Of Morrslieb : same as above

Ungrol Four horn
This is the opnly Ungor hero you will find in the whole beastmen Codex, he suffers from a low statline but will work well with a Ungor themed army or smal games
Special rules :
Primal fury,
bruised and bitter : alowes for reroll of Primal fury when figthing Bretonnia, Empire and Beastmen. but the unit he is in may not use his leadership, and no other hero/lord can join either.
Magic items : The stolen crwons : Allowes for a better wepaon skill of 2 and +1 strengt in the current turn.

Slugtonuge
This a Lord that dont seem to get used that much around in my gaming circel, a real shame because he is very effective if used in cohersion with Malagor The Dark Omen, or Khazarak The One Eyed.
Magic : Lvl 2 wizzard, he can generate spells from the Lore Of the wild and The Lore of death
Special Rules : Primal fury, poisend attack and regenration
Curse of the Famine fiend : This one of the special rules that have the potetiale to ruin your opponest plan of battle.

Beastlords : This is your most addeptebal Lord, he has a good stat line. And can be given some rather intresting magical weapons/ gear but works well without too many upgrades also. They are great for holding the line, I make sure to have at least one in my army at all times. If the points are not avalebal I take at least a Wargor witch is baislicly a scaled down version of the Beastlord.
Special rules : Man Bane. When figthing units from either Bretonnia or The Empire this alowes you to reroll any failed primal fury tests( this applies to any unit in the same combat as the Beastlord.
Tactic : Bestigors are your Beastlords best friend. Give them the manbane standard and give your Lord a gifft of chaos & weapon of your own choosing.

Doombull / Gorebull
This is the Lord/ Hero I normaly use, they combine good stats with lots of wounds. And are generaly vERY durebal in battle, they work best with Minotaurs,. If you got the points to spare I recomend a large unit of Minotaurs with either GW or additonal hand weapon if you want the attacks, or higher strengt attacks.
Special rules
Bloodgreed, Frenzy, Fear.
Tactic : Minotaurs with this beast along for the ride will reliabel kill their own point value each game if you use them correctly. Give the Minotaurs the weapon loadout that suits your gaming style. But do make sure to load the Bull with the rigth wepons & armour.

Core

Gors : Your best choice for rank and file troops. they provide a reliabel force and can ambush, combined with the rigth playstyle they can and WILL take appart an army bit by bit.
Special Rules : Ambush, Primal fury
Recomended unit size : 40+

Ungors : Cheap and prefor thereafer, they do provide a cheap harrash screen or fodder for the rest of your army.
Special rules : Primla Fury, Ambush
Recomended unit size : no more than 40

Ungor raiders : your only ranged troops, they are generaly not worth taking. but they do offer a okay warmachine hunter unit.
Special rules : Ambush, Primival fury
Recomend size : 10 max ( you cant take more than that :

Tuskgor chariot : Not any good in this current codex. Avoid at all cost unless you are running Gorthhor the Beastlord and want a army themed after him.

Warhounds :works well as a scrren for your amy
recomed unit size : 5 +

Special :
Minotaurs : Ah now this a wonderful unit. Sadly its also the one that one is almost forced to take as a Beastmen player due to the current codex.
Special rules : Bloodgreed, Frenzy, Impact hits
Recomended unit size : 5 or more, full command is a must.

Centigors : the only thin besides chariots that resembels cavalry in the army book. They are worth taking if you include Ghorhoss Warhoff
Special rules : Primal fury, Drunken!
Recomned size : 10 with Ghorhoff

Bestigors : Your most cost efficent troops, they are an absolute must if your facing Ogers, Trolls or such nasties. I never leave home without them
Special rules : Primal fury, Despoilers
Recomended unit size : 20+. I found that 49 works well in large games, althou that rack up alot of points










Automatically Appended Next Post:
Razorgor chariot : The superd cousin of the tuskgor chariot, its a hard hitting unit that can work well if not shoot to pices first.
Special rules : Primivial fury, Chariot, Fear, Thunderos charge.
Recomneded unit size : 1

Razorgor herd : Now this is something Istrongly recommned all Beastmen players to try, they work very well aganist weaker core troops but can struggel against units that have high toughness and wounds.
Special rules : Fear, Thonderous charge
Recomned unit size : 1+ but dont take more than 4

Rare :

Cygor : Eats wizzards, horribly bad at trowing stones and generaly a pain in the rear of the one fielding him. AVOID AT ALL COSTS!

Ghorgon : This one of those monsters who are either a complet win, or can be a point drain if it goes bad. Its main strengt is its sheer brutal nummber of special rules and attacks, And you get to make your own since there is no offical moddel out yet.
Special rules : Bloodgreed, Frenzy, Immune to psycology, Large Target, Strengt from flesh, stubborn, swllow whole, Terror.
Recomended use . CHARGE and watch the fun begin as your opponet gets distracted by this Minotaur on steriods

Chaos Spawn : Not worth taking, preforms very poorly. take more bestigors instead

Giant : They are the monster that is most commonly used by me, I find them very effective against just about anything short of Phoenix guard or a Dragon.
Specail rules . Fall over, Giant special attacks, Immune to psycology, Longshanks, terror, stubborn.
Recomed nummber : i normaly use two and have found this to work quiet well. But then again they seem to die each game..... maybe I am doing something wrong? Anyways best used against monsters suchh as trolls and other things hat takes alot of strengt to kill.

Jabberslyte : No moddel so create your own, it seems to be quite ffective. But I have nevr used it.

I will try to get some tactics and a look at the magic items done as soon as possibel. And sign me up for Beastmen, let me know if its not good enough


Automatically Appended Next Post:
Beastmen And Their Magical equipment.

Magic Weapons
Primeval Club : Whne one is rolling to wound with this weapon, the wielders strengt is treated as the leadership of whatever you are attacking. This weapon has a rather hefty price, and I would not use it, it has some uses but for the most ti will not prefer well enough to make it worth the bucketload of points it costs.
Axe Of men : Gives killing blow, and makes your unit & their respective leader very hard to get rid of should he managed to kill a enemy characther/lord with it. I use this weapon if I am facing armies such as Dark Elfs, Skaven and Ogers to a certain degree. but the call is yours.
Stonechruser mace : If you are facing Tomb Kings or other armies with large constructs that needs killing then look no further, this weapons gives a substansial increase in strength and thus making it quite handy.
Works well against the following : Warmachines, Warsphinxes, Warshriens and so on
Mangelder : Reduced the leadership of the target for each wounds it causes, it also causes terror.
Use it against Generals and other pesky leaders.
Hunting spear : just a mobile bolttrower that can be used after moving but not after marches, has a good range but notting more than that.
Axe of Khorgor: requiers two ahnds, and grants an additional attack and may reroll any missed attacks. One of the best choices in the book, also quite cheap in addition. A great wepon to give a Wargor for instance.
The steel claws : another two hand weapon, roll a d3 to see how many more attacks you get. if you get a 6 tehn all your attacks will ignore armour saves! A very handy weapon with a almost silly low price. Worth every point.
Brass Cleaver : Gives the wielder additinale attacks against each moddel in base contact with it, in challenges this confers to a singel bonus attack. This weapon is something a poin waste, dont take it unless you feel lukcy or in a experamenting mood.
Everbleed : roll a d6 each time an enemy moddel suffers a unsaved wound from the weapon. if the result is a 6 the moddel looses an additinoal wound. keep rolling as lon as the result is a 6.

Magic Items :
Blade Blunter armor : after each round of combat, roll a d6 for each magic weapon hit, on a result of 2 the weapon stopps beeing magical! Counts as a normal weapon for the rest of the battle.
Trollhide : gives you regen, a nice ting to have
Pelt of the Shadowgave : all shooting attacks suffers a -1 to hit, all spells suffer a -2 to casting.
Balcked Plate : gives a 2+ save against flaming attacks, the unit gets a 4+ save
Ramhorn helm : a 6+ armour save and also grants a bonus attack for every saved armour save

Enchanted Items
Shard of the herdstone : Gives a additional power dice to any wizzard near the caster. And at the start of each frindly magic phase it also generates an additional dice. This item is a great thing to give a Greather Bray Shaman that is in a list with malagor! Prepare for fun when casting.
Horn of the great hunt : Bound spell item, affects friendly units
Horn of the first beast : All beastmen gets to reroll their Primal furt tests, so baisicly its nice to have by then againts its not a necesary item.
Stone of spite : destroyes every magical item within 18, applyes to friends & foes alike. they suffer a D6 strengt 3 hits per item, so use with care!
Skin of Man : Gives your Lord/Shaman the scout ability.
cacophonous Dirge : enemy musicans in same combat ceases to have an effect.

Talismans :
Chalice of Dark Rain : This item can be helpful against regiemnts of ranged troops, it baisicly disrupts their shooting for the current turn. This is a once use item only
Eye of the Nigth : Grats magical restiance 2, in addition any hostile wizzard within 24 attemting to cast a spell from lore of ligth, lore of life and lore of the heavens and gets a miscast must reroll.

This message was edited 2 times. Last update was at 2011/10/05 20:59:24


 
   
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Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

If you guys need a VC guy, I could do it.

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


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Shadeglass Maze

This is a great idea, Squash! Warriors of Chaos are already spoken for, and I couldn't really write it, anyway, as I run a variant list... but the concept is fantastic and it looks like progress is already well under way!
   
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I can do every army other then Empire, Britonnian and Beast of Chaos and Daemons of Chaos

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Vampire Counts

Intro: Vampire Counts are very fun to play because they are exceptionally hard to keep down. A regiment of Zombies could lose half its numbers in combat, only to be restored in the Magic phase. They also have amazing fluff and good models.


Backstory: Filled with magical vigour, the Undead are an ever-present plague on the living. This horror becomes a waking nightmare when these unholy forces are bound to the will of a power-hungry Vampire. The origin of the Vampires is tied to the lost civilizations of the south and the rise of Nagash. Eventually the bloodlines moved north and settled in the lands of the fledgling Empire.
Flavor and Appearance: Vampire Counts are Transylvanian themed and many are very similar to Vlad the Impaler. Most of the models are pretty good; a personal favorite of mine is the Vargulf.


Tactics: The Vampire Counts are average in most phases, with certain ones being better than others, depending on how you equip your Vampire. The exception is that they have no shooting and are pretty slow.
Archetype: The most common direction I’ve seen is a slightly less jacked up Lord and more heroes for regenerating lost units. Also huge amounts of troops with constant regen.


Lords: The only unnamed Lord is the Vampire Lord, who can be used in any way possible. He has the mount choice of Nightmare, Hellstead, Abyssal Terror, and Zombie Dragon. These will be covered in the Mounts section. He can take +1 Magic level to make him level 3. I always like to do that because I run him Arkayne. He can take any common or VC magic items up to 100 points, also to be covered later. He can also take any Vampiric Powers up to 100 points. There are six “branches” and you can freely combine powers from each branch.
The Severed: These are loner Vampires and have 3 upgrades. Spectral Form makes your Vampire Ethereal, but he can’t take magic weapons or join non-ethereal units, I don’t really like it. Next is Ghoulkin, which allows all Crypt Ghouls units to make a march move after deployment, but before rolling for first turn, good in a Ghoul heavy list. The last is Supernatural Horror, which makes your Vampire cause Terror, this isn’t bad and it’s pretty cheap.
The Arkayne: Master wizards with 3 upgrades. The first is Master of the Black Arts, which allows you to generate two extra power dice for the Vampire, good if combined with other Arkayne upgrades. The next is Forbidden Lore, which means that in addition to Invocation, the Vampire knows all spells from any Lore except Life, pretty useful if you want a deathstar wizard. The last is Dark Acolyte, which gives you +1 magic level, a must take for anyone who wants to go magic heavy.
The Bestialle: Movie Style vampires with 3 upgrades. The first is Flying Horror, which gives you the fly special rule, not great, seeing as you can only put it with other fliers to capitalize on its effects. The next is Infinite Hatred, which makes him hate all enemies and can re-roll failed hits, great for combat oriented vampires. The last is Hunter in the Dark, which gives him the Scout special rule, good if you have extra points.
The Martialle: Very good cc vampires with 3 options. The first is Red Fury, which lets you get an additional attack for each unsaved wound caused, these don’t stack and can’t be combined with a great weapon, a solid upgrade, if a bit expensive. The next is Avatar of Death, which gives your Vampire heavy armour and either a great weapon, a hand weapon and shield, or two hand weapons, cheap, but there are better ways to arm him. The last is Dread Knight, which gives him a lance, heavy armour, a shield, and a barded Nightmare, once again, cheap but there are better ways to do it.
The Courtly: Vampires recruited from Noble Houses with 3 upgrades. The first is Aura of Dark Majesty, which gives all enemy units within 6” a -1 modifier to leadership, pretty good when your fighting a quality based army, otherwise its meh. The next is Walking Death, which gives +1 to combat res if he's involved, this ones good against hordes, because they might outrank you. The final is Beguile, which lets the Vampire re-roll to wound rolls against one model, unless it passes a -3 Leadership test, once again good against quality armies or against other characters.
The Master: Necromantic vampires with 3 upgrades. The first is Lord of the Dead, which allows you to use Invocation to increase Skeleton Warriors to above their original size and gives you +1 to cast it, good if you include huge blocks of Skeletons. The next is Summon Creatures of the Night, which is identical except with Dire Wolves, Bat Swarms, and Fell Bats. The last one is Summon Ghouls, which, you guessed it, is the same but with ghouls.
Heroes: There are 3 unnamed Heroes in the VC army and they are as follows.
Necromancer: A short poem I wrote effectively defines them. Some are red; some are blue, if you don’t take them your army’s poo. That is my obscenely childish way of saying that they are a necessity. You can give them extra Necromancy spells, Magic items up to 50 points, a Nightmare, or a Corpse Cart. Take them and put them on Corpse Carts, it’s that simple.
Vampire: A good way to put in a scroll caddy or a BSB. Can take Magic Items up to 50 points and Vampiric Powers up to 50 points. Can ride either a Nightmare or Hellsteed.
Wight King: Your other BSB option. Can take a Great Weapon; replace his shield with an extra hand weapon, or a lance if he has a horsey. He can ride a Skeletal Steed and give it barding.

Okay, now that that’s been dealt with, on to magic items, I’m not going over the common ones, only VC specials.
Magic Weapons: Fun little trinkets that make you into an ultra-killy badass.
Frostblade: Takes up all the points you have and makes the opponent die if he suffers a single wound.
Dreadlance: A lance that makes attacks hit automatically. Wicked cool.
Black Axe of Krell (Wight King only): Great Weapon that does D3 wounds. Any model wounded must take a Toughness test at the start of each turn or lose an additional wound.
Blood Drinker (Vampire only): For each unsaved wound inflicted, he gets one back. Good if you want your opponent to derp.
Skabscrath: The bearer causes Terror. A more expensive way to cause Terror? Pass.
Sword of Kings: Gives you killing blow. On a Wight King, it’s a 5+ killing blow. Not bad for its cost.
Tomb Blade: Each model you kill when your in a Skeleton Warrior unit, you get an extra warrior. Good cheap upgrade.
Balefire Spike: Makes your lance attacks flaming. Good as a filler.

Magic Armour: Protect your noggin.
Walach’s Bloody Hauberk: Just take Armour of Destiny.
Accursed Armour: Heavy Armour that gives you +1 Toughness, but -3 Weapon Skill and -3 Initiative. Never under any circumstances take this; it may well be the worst armour in the game.
Flayed Hauberk: Gives you an un-upgradeable 2+ armour save. Not great, not awful.
Armour of Night: Heavy Armour that makes enemies suffer a -2 to hit penalty if he's alone. You also can’t have a mount.
Nightshroud: Light armour that makes enemies lose charging bonuses, ASF, and reduces their initiative to one. Necromancers can take it as well. Super cheap and hyper-useful against HE or anything else with high Initiative.
Cadaverous Cuirass: Heavy armour that removes the effects of Killing Blow and Poison attacks. Good and cheap.

Enchanted Items: Give ‘em a good bonk on the nose for me.
Hand of Dust (Bound Spell, Power Level 3): Inflicts 2D6 Strength 5 hits on one unit in base contact with the bearer, Roll a D6 each time you use it, on a one its done.
Rod of Flaming Death (Bound Spell, Power Level 3): Casts a magic missile with an 18” range that causes D6 Strength 4 hits. Roll a D6 each time you use it, on a one its done.
Helm of Commandment: If the wearer is not in combat, one unit within 12” can use his WS. Great when used with a block of Grave Guard.
Cursed Book (1 Use): For 1 round of combat, enemies are reduced to WS 1 when attacking the bearer. Not awful and cheap enough.
Talisman of the Lynci (Vampires Only): Gives your Vampire Movement 9. Good filler.

Magic Talismans: Ooh Shiny!
Carstein Ring: Lets you stand up with one wound on a roll of a 2+ if you die. It’s always good to have.
Crown of the Damned: Gives you a 4+ ward save, but makes you stupid. Better ways of getting the save, don’t bother.
Wristbands of Black Gold: 3+ ward save against ranged attacks. You wanna be Wonder Woman, go ahead.
Gem of Blood (1 Use): No, just no, it might look good, but it will fail every time.

Arcane Items: You shall not pass!
Skull Staff: +1 to cast and dispel. Cheaper Book of Ashur, if you were going to take it anyway, do this instead.
Staff of Damnation (Bound Spell, Power Level 3): Not worth its points by a long shot.
Book of Arkhan (Bound Spell, Power Level 3): Casts Vanhel’s Danse Macabre, roll a D6 each Tim, an a one its done. Good way to sneak in an extra spell.
Sceptre de Noirot: Raise D3+9 Zombies with each cast of Raise Dead. Good for blocking units.
Crimson Gem of Lhamia (Vampires Only): Bearer can sacrifice a wound for a power dice. Not usually worth it, unless your trying to get some ridiculous 21+ off and you only have 3 power dice left.
Black Periapt: You get to save a single left over power or dispel dice. Good filler.
Magic Standards: NOT the Golden Arches.
Drakenhof Banner: All models in the unit have regen. Put it in a huge unit and watch the bodies rise.
Flag of the Blood Keep: 4+ ward save against ranged attacks. Expensive for what it does.
Banner of the Barrows: GG, BK, and WK in the unit get +1 to hit. Good when combined with Helm of Commandment.
Screaming Banner: Enemy units taking a Fear test caused by bearers unit must roll an extra die and discard lowest result. Good against high quality opponents.
Royal Standard of Strigos: Models in the unit hate enemies. Good for its points.
Icon of Vengance: Never take casualties as a result of generals death. Good enough for its point.
Banner of the Dead Legion: Treat the unit as having 2x unit strength. Good filler.
Banner of the Endless Nightmare: Unit adds +4 not +3 to combat res for extra ranks. Slap it on a big unit and laugh manically.
Standard of Hellish Vigor: Unit can march. Take it for slightly better movement.
Standard of Everlasting Death: If the unit loses combat, roll a D6, on a 4+, it takes one less wound then usual. Not anything special.
Banner of Hellfire: All cc attacks by models in the unit are magical and flaming. Good in big units to deal with ethereals.

Mounts: Mounts aren’t going to be hugely important in your army, but they are useful enough and some of the cavalry is good.
Nightmare: Nothing too special about them, laughably cheap.
Hellstead: A flying Nightmare for, IMO, too many points.
Skeletal Steed: Slightly worse survivability and combat prowess, but it counts as ethereal for movement.
Abyssal Terror: A cheap alternate to the dragon. Not as good, but it costs 140 points less.
Zombie Dragon: The army’s only real dragon. Not as good as the dragons of other races, and it costs quite a pretty penny, but it is pretty easy to keep alive. I usually take it, just to be safe.


Core: The real meat of your army, however most of the meat is rotten. The core units for Vampire Counts are supposed to be this way though, with them being pretty cheap and easy to kill and bring back. Without further ado, here are your options.
Zombies: They die, constantly; honestly a kid with a water gun could take out a good amount of them. This is counteracted by their Newly Dead rule, which allows Invocation to raise D6+4 Zombies and lets units exceed their starting number. So all you have to do with these guys is field them in hordes and raise even more.
Skeleton Warriors: My personal favorite core choice, not for any effectiveness reason, I just like the idea. Big units are okay with these guys, but hording them is a little bit to expensive for my tastes. They are a good meat shield for your characters and they do fine in combat. Overall, a very solid unit.
Crypt Ghouls: Probably better in game then the Skeletons, but I don’t like to take them. Their main advantage is their poisoned attacks, but they work well as a meat shield too.
Dire Wolves: These guys are good enough, but they don’t fill in your core requirements. This makes it hard to take a lot of them, but if you like them knock yourself out.
Bat Swarms: Never worked for me, I’ve heard good and bad things about them, but I don’t like them.
Corpse Cart: Really only viable as a mount for your Necromancer, otherwise its just a waste of points.


Special: These are the elite soldiers of your army and there are some zingers.
Grave Guard: Hugely jacked up Skeleton Warriors? Yes please. I’ll take them no matter what. They are obscenely good when combined with the Helm of Commandment.
Black Knights: Grave Guard on Skeletal Steeds. They are one of my favorite units in the game.
Fell Bats: Good at doing what they’re meant to, which is hunting war machines and lone characters.
Spirit Hosts: Make a good meat shield unit if you are really set on giving your Vampire Spectral Form.


Rare: Because dying is for pussies
Varghulf: So badass it has no flank or rear. A good way to slap in a cheaper Vampire who eats Awesome Flakes for breakfast.
Cairn Wraiths: A solid way to play hell with your opponents battle plan. With their Terror and Ethereal, they are excellent at gumming up the works and sending a good bit of your opponent’s army running.
Blood Knights: The most effective cavalry unit in the book, they can easily go toe to toe with most other cavalry and are excellent at wrecking through big blocks or elite guys. If you are playing some ridiculously high point game and can fit 20 of these guys, do it and watch the heads roll.
Black Coach: I don’t have enough experience to make any comments on these guys. They look pretty good on paper.

Characters: The named leaders that can kill most, if not all, things put into their path.
Vlad von Carstein: The leader of all the Carsteins, he is supposedly one of the best named characters out there. He is nigh on impossible to kill, combining his impressive ward save, his Carstein ring, and his Blood Drinker. He has all of The Courtly upgrades, thus making him just as good at bolstering an army as he is in combat. He is highly recommended by any competent player.
Count Manfred: He is the most manipulative Carstein. He is also the best wizard in the book. He can take mounts to alter his role on the battlefield from support magic to full on combat monster. I recommend taking him tooled up for extreme magic. He also has two versions of him.
Manfred the Acolyte: A dumbed down version of Count Manfred. Good enough for his points level.
Konrad von Carstein: A flying rodent gak crazy kill master, he is capable of slicing through most regiments alone. It’s not recommended, but its certainly possible. He really shines at killing characters though, with his Sword of Waldenhof taking them out like its nobody’s business.
Isabella von Carstein: The most powerful fluff of any character in the book, she’s also not terrible in game. She’s cheap and works as a good support character. 7 out of 10, not bad but not great.

Sample 2000 point army list

Lord- Vampire Lord w/ +1 magic level, Dark Acolyte, Forbidden Lore, Lord of the Dead, Blood Drinker, Biting Blade, and Armour of Destiny-445
Hero 1- Necromancer w/ Invocation, Raise Dead, and Corpse Cart-135
Hero 2- Necromancer w/ Invocation, Raise Dead, and Corpse Cart-135
Hero 3- BSB Wight King w/ Banner of Hellfire-110
Core 1- 50 Zombies-200
Core 2- 30 Zombies w/ full command-260
Core 3- 30 Zombies w/ full command-260
Core 4- 20 Dire Wolves-160
Special- 20 Grave Guard w/ full command and Icon of Vengance-295
Total-2000

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

Anyone doing Empire?

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

I can do Dwarfs and Orcs and Goblins.

Though you'd probably want Red_Zeke for Dwarfs and WAAGH Gonads for Orcs and Goblins.

Failing that though, I can literally do any book. ANY book. =p

Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+

WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW

 
   
Made in us
Mighty Gouge-Horn




I am interested in reading a Dwarf and Empire writeup by knowledgeable generals.
   
 
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