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Made in us
Fresh-Faced New User




Wow, I started this several weeks ago before all the cool Nagash stuff was even known! Making a 2250 list.

What I have so far, and what I was thinking of doing...

Vampire count on zombie dragon with great weapon, shield, heavy armor, quickblood, and nightshroud (554 pts) (already painted!) (should I max his magic level out and shed some of those other things?)

Vamp hero (one with raised wing), heavy armor, flying horror, dreadnight (149 pts) (already painted!)

4 groups of 30 skeletons with full command and magic banners (720 to 820 pts)

3 vergheists with vergoyle (148 pts) (already painted!)

1 vergulf (175 pts) (already painted!)

1 terrorgheist with rancid (240 pts) (already painted!)

Thoughts (PLEASE)!


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This message was edited 5 times. Last update was at 2014/08/30 13:05:20


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Nicely painted, the brown vargheists look cool.

I haven't used my VCs in about half a decade and recently got interested in them again with the whole end times thing thats come up. But I could offer a few suggestions and maybe get this thread going a bit.

The first main thing I notice is that there is a distinct lack of wizards. From the look of it you have just the 2 level 1s. Its a bit problematic as you wont really be able to do much in the magic phase and anything you do attempt would probably be rather trivial to dispel for the enemy. Many units in undead are rather crap, but you buff them with magic or just keep replenishing them so through either attrition or fast movement and heaps of re rolls you make them quite potent.

And the other is that there are more soloists that what I was used to, but I guess keep it in with what you have so alright.

A lot of your guys are pretty quick, where as the skeletons aren't. If you could fit in 2 necromancers, that'd help with the magic a bit, and give one thee book of arkhan so you reliably have Vahels Danse Macabre. Thats a pretty nice one as you can move a unit 8" immediately. So that 8" plus whatever they did in the movement phase mean that all of a sudden, your slow skeleton units are pretty mobile. Plus its real easy to get off (6+) and if you are feeling adventurous there's the area of effect option to (but probs not in this army). Then when you get into CC you can get hit rerolls from it to. Then on the other guy a dispel scroll, they're always useful.

With your vampire hero, I'm not sure where you are intending to put him. (Can he go with the vargheists... cant remember how that one works). The other problem is that he's not very killy, so wont really do much. I dont see too much point in the dread knight upgrade as against regular dudes he's already hitting them easily, and against other heros he hasn't got anything to back it up with. Even though he has the wings, I'd probably look to put him in with a skeleton unit. And if you put the skeletons into 3 units of 40, you could have a hero in each one and they'd be big enough to horde if you want to (get 3 ranks of attacks with spears than the usual 2).

You could make a workable army with just adding those 2 necromancers I think. For the vampire hero I'd put in a skeleton unit, I'd give it Aura of Dark majesty and either fear incarnate or supernatural horror to capitalise on fear. In general thats one of our strengths as it makes the other guys a bit less accurate, but of course you still meet the odd crazy whos immune to psychology and doesnt care about your fear :/.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in us
Fresh-Faced New User




Fantastic! Thanks!
   
Made in us
Fresh-Faced New User




REVISED!

Vampire count on zombie dragon, lvl 3, & quickblood (565 pts) (already painted!)

Vamp hero (one with raised wing), lvl 2, heavy armor, SupNatHorror, Aura, & Nightshroud. (234 pts) (already painted!) putting in a unit of skellies.

Vamp hero (using ghoul king mini), lvl 2, & red fury. ( 190 pts). (already painted!) putting in a unit of skellies.

3 groups of 35 skeletons with full command and 25 pt magic banner from VC book (can I have 3 of the same banners?) (690 pts ttl) (That's 105 skellies on the table, with 55 more I have painted for "raising up" in the game, plus I'll add "dead" skellies from units that started on the table to add to the pool of raised ones as the game goes....

3 vergheists with vergoyle (148 pts) (already painted!)

1 vergulf (175 pts) (already painted!)

1 terrorgheist with rancid (240 pts) (already painted!)
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Cool to see you're still working on it. I hadn't really looked at fantasy much in a while, but after looking into yours before, have been doing so myself quite a bit.

I hate to say it but your dragon lord... may run into a bit of difficulty. Being on a dragon its a big target and there's no rank and file to look out for him. So he pretty much has to look out for himself. At the moment he'll die, very easily. And at 2250 you only have ~ 560 points for your lord. So there isn't much more you can do than what you currently have. I would at least get rid of his two magic levels and put on a talisman of protection for some survivability and with the other 20 points left, maybe a sword of might so he hits a bit harder. An alternative would be to use the dragon lord as a strigoi ghoul king on a terrorgheist. Its up to you though on how you'd feel about proxing, its close enough. Despite the ghoul king being more expensive base, I dont think he needs much added on to make him work, unlike the vampire lord. Just the SGK on a terrorgheist is 485pts. The terrorgheist is more useful than the dragon as death shriek >> pestilential breath. The SGK is nicer than the vampire lord due to its inbuilt abilities; a pseudo-ward save from regeneration, the To Hit rerolls more than make up for the 1 less WS and sometimes poison is cool. With two terrorgheists you could do some real quick damage. I'd almost be tempted to leave the SGK as that and just chuck on a dragonbane gem to stop issues with flaming attacks for +5pts. He is still fragile though but I feel would be more effective than the Vampire Lord in this case. Where the dragon lord needs to get into CC, you have two good options with the SGK on terrorgheist of either CC or just death shriek. (But CC is only for units the SGK has a good chance of smashing to bits straight-away).

Its good to have some fast units to keep up with the terrorgheists and vargheists that can block other chargers (sacrifice). Dire wolves would be the best bet, cheap and quick. Plus they're quite small so you can see over them with the terrorgheist and scream at units over them. Of course this also means you can get hit by enemy missiles but at least it will stop chargers, you cant have everything.

There's quite a few points on characters, so I'd look to reduce costs on the vampire heroes. There's not much advantage in taking the extra magic levels, and if you are its good to take some options to make better use of them. As points are tight I'd be inclined to take a necromancer instead of one of the vampires. Or maybe 2.

Dont hold me to it, but I dont believe you can have multiple screaming banners. It could be an option to make a fear based unit for the one that does take the banner though. Also there is very limited capacity to raise skeletons in excess of what you initially have. To increase skeleton units past their starting size you need a necromancer with Master of the Dead. The only thing you can do is use Raise Dead to bring in skeletons on a 14+. For the amount of power dice you'd need to cast it, and the overall effect it has, its not really worth it. Zombies, maybe but skeletons, no. Its really just useful for putting up a meat-shield infront of something, like riflemen.

Here's an example:

Strigoi Ghoul King on Terrorgheist: 515
Dragonbane gem (2+ ward against flaming attacks) & Aura of Dark Majesty (Ld combo with death shriek)
Law of Vampires (General)

Vampire: 206
heavy armour; Book of Arkhan & Sword of Might & Enchanted Shield; Aura of Dark Majesty & Fear Incarnate
Law of Shadow

Necromancer: 145
Lvl 2 wizard & Master of the Dead; Dispel Scroll
Law of Vampires

34 Skeletons: 225
Champ/Music/Standard & Screaming Banner; Spears

34 Skeletons: 200
Champ/Music/Standard; Sword & Shield

5 Dire Wolves: 40
5 Dire Wolves: 40
5 Dire Wolves: 40
5 Dire Wolves: 40

3 Vargheists: 138

Varghulf: 175

Terrorgheist: 225

1989, 261 left

The dire wolves are good for redirecting enemy units (mainly from the terrorgheists). The necromancer hangs with the sword and shield skeletons, this is meant to be a more durable unit with the shield parry save + necro reviving. So it wont kill much, skeletons don't, but if they can hold units that your terrorgheists can just scream at or your varghulf can flank then its all good.
The other spear skeleton units goes with the vampire. I tried to make it have some damage output, and if everything goes off then it would. If.... Bunch of stuff to make it very hard to pass a fear test, if they're immune to psychology you're screwed, and the Lore of Shadow has heaps of spells that weaken the other unit. For example reduce initiative, you may even get to hit first on skeletons I2. Also the vampire has the Book of Arkhan so you can still cast Vanhels Danse Macabre. Thats a mint as spell, move another 8" and hit rerolls.

There's still 260 left to do whatever with. Its probably easiest to just fill it out with skeletons at the moment seeing as you have more, but thats not necessarily the best option. The core units in general are a tad lacklustre, but there's cool units in the special and rare sections. You use your skeletons to act as grave guard and take a 19 GG unit with great weapons. Chuck the vampire in that, banner of the barrows, add one more to the old 34 unit and that'd be quite nice I reckon.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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