Thanks for the reply,
How necessary is the Terorrgiest to remain viable? I don't need to WAAC but I don't particularly like the models...I've been thinking to drop the hex wraiths and run some Vargiests, drop the spirit hosts for some Fel Bats, drop the Cairn Wraith, add an extra Black Knight and a mounted WK so they can run 6 wide (as well as the whole nightshroud trick).
I think the vargiests pack alot more punch than the hex wraiths and arn't as gimmicky - sure they have frenzy but If i keep them near the general whilst they are moving upfield I should be able to keep them under control until I want them in the combats I need. Fel bats can also make a run at war machines/march blocking/redirecting
Also going to drop the skeletons down to 60 and reassign the points to the second zombie unit, pushing it out to 40 models and giving it abit more of a presence on the field.
Here's the revised list:
2500 Vampire Counts
Lords
Vampire Lord
level 4, heavy armour, barded nightmare
++4, SoM, otts, e.shield
Red fury, Quickblood, Fear Incarnate
Heroes
Wight King (not sure if to run with great weapon or shield)
great weapon, barded skeletal horse
night shroud, seed of rebirth
Necromancer
Dispel Scroll
Necromancer
Book of Arkhan
Core
Skeleton Warriors x 60 (10x6 horde formation with spears)
FC, Banner of the Eternal Flame
Dire Wolf x 5
Dire Wolf x 5
Zombies x 22 (both necromancers here, 6x4 formation)
standard, musician
Zombies x 40 (10 x 4 horde formation)
standard, musician
Special
Black Knights x 10 (Lord and Wight King here, 6x2 formation)
lances, barding
FC, Banner of Swiftness
Vargiests x 3
Vargiests x 3
Fel Bats x 3
Rare
Varghulf
Varghulf
Tactics are to load one flank with the knights, wolves, fel bats, vargiests and vargulfs. This side rushes up a flank; fel bats and wolves screen/redirect chaff then war machine hunt, vargiests stay within general's aura until they are in charge range of high value targets (wizard bunkers, enemy knights etc), black knights and vargulfs combo charge. I have the wight king next to the vampire lord so hi confers his ASL rule to enemies in contact with the lord and the lord's otts forces rerolls on the wight king's challenger (does it affect enemy challenges even if the lord isnt fighting?).
Challenge attempts against lord are accepted by unit champ/wight king to allow lord to massacre the unit. Lord can cast spells to heal units up, blow up enemy units and buff my own to dominate combat.
Alternatively I can load up the far flank with the vargulf/giests as a distraction from the lord+wolves.
The other half of the army is a large skeleton unit with flaming banner to take the centre of the field next to a zombie horde. Behind them is a zombie bunker with the 2 necromancers (which will both take IoN). One carries the dispel scroll, the other book of arkhan which will allow him to assist the core move faster up the field.
I have toyed around with the idea of swapping the vargiests for 2 units of 5 black knights to ride alongside the lord's unit but remain detached for ethereal movement shenanigans, and with points left over add another fel bat.
Another idea was to replace the vargulfs with a unit of 5 blood knights with FC and a gleaming pennant (for frenzy checks). Gives enough points left over with a cairn wraith.
Would love to hear what people think!
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