Here's a list I brought to a recent
GT that served me very well.
Level 4 (Vampire Lord): Potion of Strength; Armour of Destiny; Dispel Scroll; Red Fury; Quickblood; Level 4 Wizard; lance; shield; Hellsteed 543
General (Vampire Lord): Ogre Blade; Talisman of Preservation; The Other Trickster's Shard; Red Fury; Quickblood; Level 2 Wizard; shield; heavy armour; Hellsteed 474
Wight King: Nightshroud; Dragonbane Gem; Ironcurse Icon; great weapon; shield; Skeletal Steed (barding) 164
39 Skeleton Warriors: Banner of Eternal Flame; Skeleton Champion; musician; standard bearer 235
40 Skeleton Warriors: Skeleton Champion; musician; standard bearer 230
5 Dire Wolves 40
5 Dire Wolves 40
5 Dire Wolves 40
5 Dire Wolves 40
10 Black Knights: Banner of Swiftness; barding; lances; Hell Knight; musician; standard bearer 305
4 Vargheists: Vargoyle 194
4 Vargheists: Vargoyle 194
2,499 points
Reports can be found
HERE if you're interested.
The basic thing to keep in mind with
VC is that your Quickblood+Red Fury vampire lord is the backbone of your list, and everything revolves around him. He's your primary hammer, your level 4, the centre of your march bubble, and the only thing keeping your units from doing anything leadership-related. Whatever unit you stick him into hits three times as hard as it did before. Put two blenders into a unit and it transforms from a "blender" into a "woodchipper," which will chew through just about any unit in the game in no time flat.
Leading from that, there are four basic 'Builds" for
VC, based on how you deliver your vampire to the opponent's phase:
1) Cav Bus: vampire lord is either on a barded nightmare or a hellsteed, and travels with a unit of cavalry. Generally speaking this is black knights, but I've seen people do it with blood knights as well paired with the Flag of the Blood Keep (for a 4++) and
MR(2) for a 2++ against spells. Pair him with a mounted wight king with Nightshroud however you do it.
Pros: mobile, durable, fast
Cons: vulnerable against gunlines, core gets kind of left behind, can struggle against steadfast, a whiffed round of combat can be cause for concern
2) Infantry: vampire lord is either in a brick of grave guard or a big bus of skeletons. GG takes the Banner of the Banners, skeletons the movement banner. You can also take both and give yourself flexibility for where your vampires go.
Pros: can make best use of your core, including using invocations to raise up huge bricks of zombies. Also really solid at punching through steadfast, and doesn't care much about whiffing a round here or there
Cons: vulnerable to things like witch elves that will chew through the rank-and-file your VL is with. Least maneuverable of the builds. Vampires are not well protected (generally 4+4++)
3) Flying Circus: vampire goes on a hellsteed/zombie dragon/abyssal terror, and flies solo. Pair him with a pair of flying terrorgheists, and 2-3 units of 4-6 vargheists plus other highly mobile units like hex wraiths or varghulfs. Hits hard and hits fast, with more mobility than the cav bus, but more fragility and difficulty grinding out against big bricks of infantry.
Pros: maneuverability, picking fights, EXTREMELY fast
Cons: even more vulnerable to gunlines than the cav build, a whiffed round of combat can be game over
And finally:
4) No Vampires: if you go this route it's generally not because it's the most competitive, but because you have some specific aversion to vampires. Best builds usually revolve around dual level 4 master necros, giant or multiple bricks of crypt horrors, mortis engines, and a truly horrifying number of zombies.
Those "builds" all dictate maybe 30-50% of your army. The rest is up to you. Some units (varghulfs, black coaches, units of wraiths) suck, while others are meta and playstyle dependent. What you bring is up to you.
Swap out a unit of vargheists for a terrorgheist in my list, though, and I'd say you've got a pretty solid backbone of an army to start with. Also about the lowest model count you can manage for Vampires without taking Ghouls (awful).
Automatically Appended Next Post: flamingkillamajig wrote:I have played skaven for about 5 years and did as well with vampire counts in only about 5 games. I've even heard other players mention some factions are more powerful than others. This goes back to the unbalanced armies, codex creep and power level discussion. Not to mention in general some factions tend to do well against others or some types of armies. For instance high elves BotWD vs daemons.
Oh and there's a difference between knowing your army and just having tons more options. A lot of skaven options suck and everybody that plays skaven agree with it while others are absolutely must haves (rares mostly and 13th spell if your opponent is mostly elite infantry). Meanwhile there are a few vampire things that are very potent. I don't specifically have trouble with vampires (unless they take nagash) but having options to almost every lore, having great combat, ethereal (only army with it), killing blow on units (something usually unseen), lots of poisoned attacks and various other stuff. I mean with skaven i just have to pray my rares don't die, my general stays alive and 13th actually ends up working. Even if i win a combat with a unit by flanking them and hit them in the front with rank and file to get rid of steadfast it's usually not enough to break my opponent.
Anyway sorry for the rant but it just came over me.
Huey11 wrote:Black Knights,
Blood Knights,
Banshees
to name but a few...
I'm rather curious about hexwraiths and spirit hosts. I heard one tournament player mention that his biggest loss was against a ton of spirit hosts as he had nothing to handle them. It seems like a cheap shot though.
Yeah they're an old book, and yeah they have a bunch of dud options. But Skaven are a rock-solid army with loads of competitive options. Doomwheels, HPAs, WLCs, stormfiends are all savage. Yeah they're rare, but when the rest of your army is giant tarpits of rats, including tarpits that all of the above can shoot into, it doesn't really matter. If any of those options WEREN'T rare they'd be fething bent as gak.
Outside of rare you've got two very solid lores, the Fellblade which can be stuck on a high-I fighty character and give all sorts of armies incredible nightmares. Then there's ridiculously cheap engineers, who can be kitted out with some incredibly awesome weapons ontop of that. I've had a single doom rocket kill 300 points worth of elite infantry. Brass orbs that have MISFIRED and still taken out terrorgheists.
The only thing holding Skaven back is that they're dice-dependent. For every game where your skaven toys just savage you there's a game where they blow up or just don't show up. gak also goes downhill in a hurry if someone snipes out your mage or - worse - you drop him down a hole early on.
Vampires lack a lot of the flexibility that Skaven have, despite being an earlier book. Yeah we have ethereal, but it's garbage in the current meta on anything but spirit hosts or Lore of Undeath units...and only then because they're cheap / free. Out of our rare section only 3 of the entries are playable, and blood knights only arguably so. Our special is solid, but all of those units have very clear weaknesses. The only thing in our book that is unmitigated awesomeness are vampire lords, but they're also super expensive and have their weaknesses. Sure, if your opponent doesn't KNOW those weaknesses, or has no good counter to them, then they're in trouble. But in competitive play they're not all people crack them up to be.
They're good, don't get me wrong. But they're solidly mid-tier in terms of power level, and you've really gotta know the army backwards and forwards to make them work for you against high-level opponents.