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Made in us
Despised Traitorous Cultist





Tennessee

I've never played Warhammer Fantasy; in fact I've just gotten the hang of 40k. My friends and I are trying to get into it and I gravitated toward the lore behind Vampire Counts.

I came up with my own army fluff, and wanted to match it as much as possible (while conveniently using the models I like best). So, while I wanted to stick to the models I like, I also want to know if this list can handle a little casual competition.

Lord (380)
Vampire Lord
Level 1
Heavy Armor
Barded Nightmare
Fear Incarnate
Aura of Dark Majesty
Ogre Blade
Enchanted Shield
Talisman of Preservation

Heroes (415)
Wight King
Fencers Blades
Necromancer
Level 2
Talisman of Endurance
Necromancer
Level 2
Talisman of Protection
Dispel Scroll

Core (645)
40 x Skeletons
Full Command
40 x Skeletons
Full Command
10 x Dire Wolves
10 x Dire Wolves


Special (660)
30 x Grave Guard
Full Command
10 x Black Knights
Barding
Full Command
Screaming Banner

Rare (400)
Terrorgheist
Varghulf


TOTAL: 2499

I took a hammer and avil approach, because that was easiest for me. I don't like the zombie-heavy armies. The Skeletons with Necromancers are the Anvil, the Dire Wolves redirect or take on warmachines, the Vampire rides with the Black Knights, the Wight King marches with the Grave Guard, and they Hammer things. The Terrorgheist and Varghulf run around distracting people and causing damage (hopefully).

A few notes: I know my Vampire Lord's powers aren't ideal, but I love the terror mechanics and wanted to use them. Is that going to hurt me a lot? I'm also concerned about my limited "Vampiric" units, and magic.

Keep in mind I've never played before, and thanks for the help!


EDIT: I made my Lord's Magic Item choices legal changed my Lord's powers, and put The Screaming Banner in the group of Black Knights, complimenting my Lord's new Powers.

This message was edited 3 times. Last update was at 2012/02/07 04:01:21


 
   
Made in us
Evasive Eshin Assassin





A few things:

- only one type of magic item/character, so no Armour of Destiny and Enchanted Shield for your general. Still, the Talisman of Preservation would suit him well.

- I'd just as soon leave the necros as level 1 and bump the vampire to a 3 for a bigger modifier. Also, necromancers are so squishy that I wouldn't bother with Ward saves. Especially a 6+.

- Does Fear Incarnate cause units to re-roll successful Terror tests as well? 'Cause it's a decent idea then. Also, I'd consider the -1 Ld power. Not to mention he's probably better off with the Screaming Banner skeletons, from his abilities, and due to the march restrictions of the undead.

- 10 Dire Wolves is a lot of wolves in a unit. 5 or 6 would probably serve you as well.

- I'd see if you couldn't get the Banner of the Barrows in that unit of Grave Guard.

 
   
Made in us
Despised Traitorous Cultist





Tennessee

Thanks for the heads up on the illegal magic items choice. For just a point more I got the same effect with Talisman of Preservation, you're right.

Also, that's a good point about Fear Incarnate. My closest friend that's starting this with me plays Ogres, so I think I was thinking of facing his army (where my Terror would be downgraded). I'll be replacing Supernatural Horror with Aura of Dark Majesty.

Dire Wolves seem to be pretty ineffective, even at a group of 10. But, again, I'm biased towards facing Ogres. I swear I'm trying to make an all-comers list.

Have you had success with 5-wolf squads when taking on warmachines?

   
Made in us
Killer Klaivex




Oceanside, CA

Wolf vs machine: I've had success, mostly due to the +1 combat res for charging. I'd do 4 units of 5 if you're going to run 20 of them. They do make good speed bumps.

Vampire Lord: Go shield and dragon helm. Only 3 points more, and you get a 2+ ward vs fire.
Wight King: Great weapon and Night Shroud is rad. That way you don't have to depend on killing blow to be a threat; and T5 with no bonuses to your opponents now ASL attacks is very durable.

Rares:
I've been running the Varghulf as a warmachine hunter and mid-game flanker. That dude brings the pain to infantry.
Terrorgheist: lots of people love them, but I'm not one of those people. To me, a big expensive flying monster that has to be near the general to move more than 10" is too limiting. I'd rather take 4 bloodknights (200 points) and just stick with the 12 S7 lance attacks.

-Matt


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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