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![[Post New]](/s/i/i.gif) 2008/07/24 22:11:07
Subject: 2250 lahmian army
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Powerful Irongut
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I am currently building a VC - Lahmian fluff - army.
I've been banging my head on the desk and have finally come up with a list and was wanting some feedback.
Here goes.
Vampire Lady
Mistress of Black Arts, Forbidden Lore, Lady of the Dead
Skull staff, Helm of Commandment
Nightmare
Level 3
Vampire
Dark Acolyte, Lady of the dead
Black Periapt
Vampire (with grave guard)
Dark acolyte, lady of the dead
BSB - Banner of Barrow
Vampire
Dark acolyte, summon creatures
nightmare
Skeleton * 16
mus, stan, champ, banner of dead legion
2 * Skeleton *16
mus, stan, banner of hellfire
Grave Guard * 19
mus, champ
corpse cart - balefire
2 * 10 dire wolves
black knights * 6
mus, stan
banner of dead legion
4 Fell bats
2247 pts
My previous army was dwarfs, and I wanted something evil, and with magic.
My thinking is to use the wolves to screen the infantry line, regened by the vamp with summon creatures - and the other vamps boost the infantry, while the vamp lady casts curse of years and gaze of nagash - the black knights and bats cover the flanks.
I am wondering if this is a feasible plan? And whether this is too magic heavy?
oh and as this is a Lahmian army the aim is not to use anything by skellies.
Your thoughts are welcome.
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![[Post New]](/s/i/i.gif) 2008/07/25 16:23:45
Subject: Re:2250 lahmian army
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Terrifying Wraith
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Welcome to Dakka marielle,
I've had a soft spot for lahmia since the previous edition, but it seemed like the only successful army build was blooddragons untill the new list. There are definatly some minor tweaks and problems i would make, but i think the 'legion' style undead army is very visually appealing and can be quite effective.
You might have a problem hiding your general if she is mounted on a nightmare. It will give her more mobility, but it will also allow ranged targeting over your ranks of infatry. I run my general on foot and find that i casting spec vampire does quite well advancing behind the ranks of footsloggers. This could also go for the other vamp on nightmare, seeing as the wolves are going to be more fodder than flanker. With your tactics they should stay in range of most of your casters anyway.
I'm also quite confused when it comes to your banner situation. You have the BoDL on the full command skels as well as the black knights. The identical skels have the banner of hellfire written under, i assume that only one unit has it. I am of the opinion that the BotB should also be in the black knights rather than the grave guard, the black knights with no rank/outnumbering bonus are going to be much more reliant on wounds caused so increasing their chance to hit is paramount.
I also think it is worth it to have a standard in the GG unit. The only use you will get out of the muso's is to add +1 during a tie, it would be better to add +1 always instead. I would also think about some unit champs if you are going to have the vamps inside the units, incase you need a sacrificial offering during a challenge.
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Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
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![[Post New]](/s/i/i.gif) 2008/07/27 16:10:32
Subject: 2250 lahmian army
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Powerful Irongut
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I'm currently in the process of having a rethink - in part due to fluff, because I have never envisaged the army as being from Sylvania. I imagine the army coming from around the regions of the Marshes of Madness or in the badlands around the river of blood, which has led me to thinking about trying to get away from things that are specifically related the Carsteins.
I also don't like the idea of Vampires as bloodthirsty killers - in the sense of carrying off children and the like - which has got me thinking about other ways in which my vampires might satiate their need for blood. Which has got me thinking that perhaps using my dire wolves and bats might be the answer.
My current fluff is that the vampires are sucking the lifeforce out of the earth and building an army based on undead nature - the bats and wolves being representative of all the animals and birds of the region. With the skeletons and wights being provided by the dead from the ancient Morgheim Empire.
I am assuming that my vampires are ancient, possibly the last survivors of that Empire, and this would explain the need to use large numbers of wolves and bats, because there are no humans left in the region, only greenskins and dwarves - which is the reason for using small units of skeletons.
The only real concession to gameplaying at the moment is that I have included the black coach - as the list doesn't really have a centre piece for the army - and I like the idea of having an ethereal flying chariot (assuming the dice roll for me) - and even if it doesn't I figure that combined with the cairn wraiths and a small unit of wolves it will tie down a flank and possibly draw fire away form the rest of the army.
I quite like the idea of the corpse cart - for disrupting the magic phase - but it doesn't really fit with the fluff, due to the zombies, and also it strikes me as being too tied up with the Carsteins - though it is still something I am thinking about.
The other thing is that I don't have a BSB at the moment. I suppose it could go with the black knights and I could lose some of the wolves and rely on the summon creatures to build up the numbers - but again this isn't something I have decided upon.
Anywho....
Here is my current list
vampire lady
mistrees black arts, forbidden lore, lady of the dead
skull staff, helm of command
level 3
nightmare
vampire
dark acolyte, summon creatures (or lady of the dead)
black periapt
vampire
dark acolyte, summon creatures
core
skeleton*12
stan, mus, champ
leagion of dead
skeleton*12
stan, mus, champ
hellfire
skeleton*12
stan, mus, champ
everlasting death
30 dire wolves - in either units of 5 - or 1 unit of 10 (to cover infantry) and 4 units of 5
special
black knights *6
stan, mus, champ
barrows
Fell bats * 6
rare
black coach
4 cairn wraiths + banshee
2237
any thoughts would be most welcome.
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