Allright, I'll see you point about the 1st turn charge now. I don't really buy into that tactic for various reasons, though: 1) You need a good scouting point for the vamp, not always available... 2) You need to get 1st turn to this to work better, dice-off 3) You need to get all those spells off when opponent's magic defense is still relatively intact and you might not be able to buff the summoned unit with the secondary casters due range. 4) The summoned guys are _zombies_ who can't pursue and die in droves vs pretty much anything so even if you get the charge off (unlikely, unless you actually roll the spell for the lord and roll irresistable with 4 dice), and on top of that the charge can be fled if the prospects are particualy bad for the opponent. Yes, you might nail some cheaper stuff (warmachines and such) very early if you happen to roll well but the risk vs pay is not very good for the VC
in this. You can of course try this thing out so you'll see for yourself how things work out.
The vampire magic works much better imo
if you start using the dances at a later point in the game when you can support the zombie charges and actually win combats and break the enemy. The basic and old overpowering trick is to charge (or take a charge) with either skellies or gg who make pretty good anvil units and then in the ensuing magic phase summon zombies and charge them to the flank/rear with dance so you'll negate ranks and such and win the combat and possibly auto-break the enemy.