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Made in us
Regular Dakkanaut





working on a ghoul heavy list


Hero - Vampire, Ghoulkin (allows ghouls to march move before first turn), summon ghouls, Flayed Hauberk, Sceptre de noirot (improves zombie raising)

Here - Vampire, dark acolyte, summon ghouls, nightshroud, Helm of commandment

Vampire, dark acolyte, summon ghouls, Book of Arkhan ,Cadaverous Cuirass

Necromancer, 2 x dispel scroll, extra spell, Corpse cart, Unholy load stone


20 Ghouls, Crypt ghast
20 Ghouls, Crypt ghast
20 Ghouls, Crypt ghast

5 Dire wolves
5 Dire wolves

Corpse cart, unholy loadstone

4 fell bats

4 fell bats

Varghulf
Varghulf

1994

wynnstudio

This message was edited 1 time. Last update was at 2008/03/10 19:33:46


 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Only slightly on a tangent, was reading about flying horror + sceptre for some crazy zombie action. Could you do ...

Vamp - flying, sceptre de zombies, helm of command, (ghoulkin on somebody not necessarily this guy)

March up Turn 0, fly out Turn 1 to wherever you want to be and raise loads of zeds and danse danse danse them in where you want them, at which point you give them WS7 or whatever. Enormous range to have deadheads on whatever warmachines, unit rears, etc that you want. Combine with -1 Ld for the ultra-kill.

Just a thought.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Regular Dakkanaut





Boss_Salvage wrote:Only slightly on a tangent, was reading about flying horror + sceptre for some crazy zombie action. Could you do ...

Vamp - flying, sceptre de zombies, helm of command, (ghoulkin on somebody not necessarily this guy)

March up Turn 0, fly out Turn 1 to wherever you want to be and raise loads of zeds and danse danse danse them in where you want them, at which point you give them WS7 or whatever. Enormous range to have deadheads on whatever warmachines, unit rears, etc that you want. Combine with -1 Ld for the ultra-kill.

Just a thought.

- Salvage


That is a nice combo - hmmmmm

also I like "sceptre de zombies" better

Thomas
   
Made in us
Been Around the Block




I'd drop the corpse cart. In the games I've played my ghouls were practically out of range of the cart on turn 1. Shooting is going to smoke him very quickly. If you want to keep both the necromancer and the cart I'd separate them with the necro in a unit and the cart on it's own.

Swoop
   
Made in us
Rampaging Chaos Russ Driver





Madison Wisconsin

very fast list. All your combat res seems to coming from kills tho. Playtest it i say. Hope it all work well for you.

One question though, me and some buddies were looking at the VC book and noticed to take armor the vamp had to buy the power to get some. In the fantasy rules it says that a hero/lord needs to be able to take the mundane version of something to take the magic equivalent. So that means that a vamp has to be able to take mundane armor to take and magic armor. meaning he has to buy that vamp power giving him armor to then buy a suit of magic armor, which replaces the mundane stuff. At least that's how we took it. What do you all think about that? Agree disagree? because i'd like to straighten it out before i start playing all the new VC players



[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] 
   
Made in us
Been Around the Block




Nope for a couple reasons.

First in order to take magic armor you have to have the option to take the mundane equivalent, you don't have to actually take it. Blood powers are an option so vampires can therefore take magical armor without spending points on the blood power.

Second, and more importantly, in the section which lists magical armor it specifically states all vampires may take magical armor.

Swoop!
   
Made in us
Crazed Cultist of Khorne




If you wanted to play a "true" strigoi list, the vampire cannot have armour. With the enw rules, weapons are alright because you can say they are his claws, but strigoi never wear armour.

If Rampage Jackson was in warhammer, he would be an ork. 
   
Made in us
Rampaging Chaos Russ Driver





Madison Wisconsin

well to rational a strigoi having armor you could say he has strangely tough skin, due to his magic powers



[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] 
   
Made in us
Regular Dakkanaut





CanadianGreenskinofKhorne wrote:If you wanted to play a "true" strigoi list, the vampire cannot have armour. With the enw rules, weapons are alright because you can say they are his claws, but strigoi never wear armour.


I'm working on this part. It will either be with modeling, like remnants of old armor, or as Bastirous666 said "strangely tough skin, due to his magic powers"

wynnstudio
   
Made in us
Been Around the Block




Swoop wrote:I'd drop the corpse cart. In the games I've played my ghouls were practically out of range of the cart on turn 1. Shooting is going to smoke him very quickly. If you want to keep both the necromancer and the cart I'd separate them with the necro in a unit and the cart on it's own.

Swoop


On the contrary, i would drop the unholy lodestone for balefire and keep the cart, in fact, add two more if you have the points. They may not be that good, but when you have 3 with balefire, it really makes a difference, especially if the necro on top of it has the nightshroud.

makes the cart always ALWAYS strike first :-D

Da' orks were made ta fight 'n' win! 
   
Made in au
Dangerous Leadbelcher






sydney/australia

i like the strigoi theme and that list ca cause some major mayhem

"evil prospers when good men do nothing"
Nelson Mandela

skaven
knights
Ogres 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Some thoughts:

Why the cadaverous cuirass on the dark acolyte?
Why all the summon ghouls? 1 vamp with it can hang back and repeatedly cast it on 1 dice at 3+.

A more fighty vampire can help you with CR. A Terror one makes you psych more potent. Walking Death and or BSB would give some static CR. Why not take lv 3 on the lord? It's like another vampiric power!

Corpse carts with necros are not slow- they can join units. Such as ghouls that get a free move.

Some Black Knights would be really nice. They have great speed over terrain and some solid hitting power. The problem with zombies this time around is that the low S and T mean they often give up lots of CR. Not a big deal with weapons crews, but anything else....

-James
 
   
 
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