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Made in us
Savage Khorne Berserker Biker





Vampire Lord-450
-Red Fury, Dark Acolyte, Lord of the Dead
-+1 Magic Level, Sword of Battle, Rod of Flaming Death, Walach's Blood Hauberk

Vampire-195
-Dark Acolyte, Lord of the Dead
-Hand of Dust

Vampire-180
-Dark Acolyte, Lord of the Dead
-Book of Arkhan

Vampire-170
-Dark Acolyte, Lord of the Dead
-Sceptre of Noirot

10 Skeletons-100
-Full Command

10 Skeletons-100
-Full Command

10 Skeletons-100
-Full Command

20 Graveguard-315
-Great Weapons
-Full Command
-Banner of the Dead Legion

20 Graveguard-290
-Great Weapons
-Full Command

Vargulf-175

Vargulf-175

The way I see it, the army is 5 killy units. I've got the two units of graveguard which are able to hold their own in a fight. Then I've got two "units" of skeletons+vargulf, and then there's the fury lord and his own unit of skeletons which should be able to hold their own.
The first turn's magic phase revolved around building the 10 man skeleton squads up to something respectable and tossing a few magic missiles my oponents way. The second turn is throwing as many magic missiles as possible at the enemy and summoning speedbumps of zombies to try to get the enemy out of position. The third turn is preparing to be charged, and from there, it's a fist fight.

There are a couple other combinations I'd like to try out.... Lord on an abyssal terror + Manfred the Acolyte on an abyssal terror+ 2 Vargulfs+ MV 9 Vampire that causes terror= 5 fast, terror causing creatures.

This message was edited 1 time. Last update was at 2008/03/12 18:32:28


Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Dakka Veteran




Los Angeles, CA

The skeleton + vargulf thing only works if you get the charge. If the enemy charges both at once with different units you have two crap units slowly crumbling.
This will require some cunning tactics on your part to not let this happen.

Also, your army is really small and slow. Beware of hoards killing your flanks. This will require the grave guard hold the flanks which means your center is really weak. Keep your units close together.

It can work but will be difficult. You don't have anything that really kills the enemy dead (grave guard don't fit this bill), you just have lasting power. Guard your flanks and see how it goes.
O, and raising more skeletons > magic misiling a couple guys.

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
[DCM]
Enigmatic Exalted Daemon





Albany, NY

Find points for Helm of Command on some vamp, to booooost the grave guard or even skele block when needed. Grave Guard with banner of barrows + gw + helm is a unit that hits on 2+, wounds on 2+ ...

Addressing Cypher's comments, perhaps swap second grave guard out for some black knights. Gives speed and etheral means they can reach out and touch whomever they'd like to do bad things to.

- Salvage

BLOODFIRE: KOW SALAMANDER REPORTS 
   
Made in us
Incorporating Wet-Blending





Houston, TX

I don't like it. Way too slow. Your only mobile support is 2 vargs and you have zip to deal with warmachines and the like. (mortars/stone throws will wreck those small units before they can get up to size, heck, a steamcopter would be brutal) You at least need some redirection/screens such as cheapie wolves. One big GG is enough. 2 is a point sink. Think about it- Knights will be on you by turn 2 either hitting your vargs or threatening infantry flanks. I agree that a unit of BKs would give you some better threat range. It will also let you deal with terrain, which is currently a serious problem in your list.

-James
 
   
Made in us
Crazed Cultist of Khorne




In an army like this, you should either designate your vamp with magic bloodline powers or combat ones. Mixing them is tricky, epsecially in an army like this. I would maybe cut one unit of the grave gaurd for unit or two of black knights. maybe drop one varg too.

If Rampage Jackson was in warhammer, he would be an ork. 
   
 
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