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Made in us
Regular Dakkanaut




The 3 Necromancy spells, IoN, Raise dead and Danse can be cast multiple times, even by Necromancers so he can still blow through the dice. In his Necromancer list they can have all 3 spells even though they are lvl 1's.

This message was edited 2 times. Last update was at 2008/03/10 21:29:55


 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Sorry, how are you casting the spells over and over again with 15-20 dice per turn?

If this is like one turn using the 2 free dice for 25 points, sure but even those dice must be used by the wizard that used the item.

So, I don't get it. Level 1 necro generates 1 dice.

These spells are 4+ and 5+ to cast (7+ for danse) and a level 1 necro can do the following:

Use his 1 dice.
Use the 2 army dice.
Use the power stone dice (2).
Use his 2nd power stone dice (2).

The next necro can:

Use his 1 dice.
Use the power stone dice (2).
Use his 2nd power stone dice (2).

Even with 'saving' one of the power stone dice (so this isn't a one-turn wonder and then nothing else happens) you only have 3 dice per necro and 2 army dice across X necros and X vampires.

You can add +1 dice to that pool using a magic item, but not if you go first.

I guess I just don't see the uberness of casting slow for 2 turns and hoping to reach 4+ with 1 dice, 5+ with 1 dice, and 7+ with 2 dice.

Going fast I can see it being annoying, but it's only 1 turn then it's back to slow magic.

What am I missing?

   
Made in us
Dakka Veteran




Los Angeles, CA

Im gonna agree with stelek on this one. Those necros are gonna be starved for power dice by turn 3.
Give them all invocation and they can cast it 2-3 times per turn (assuming they take the army pool)

I liked the list with vampires better. More killing power, more magic more choices.

I would give the skeletons a unit champ, it is to useful to leave out and you wont miss the one guy (can raise him)

I would also give the second vamp a horse assuming you can fit that in (dont remember cost)

This message was edited 1 time. Last update was at 2008/03/11 16:29:25


Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

I don't think the necrobunker has as much power as pure vampire nastiness does, to be honest.

Sure it costs more, but if you REALLY want a horde on the board to start with buy zombies. 4 points per is pretty damn cheap.

   
Made in fi
Mighty Chosen Warrior of Chaos






Espoo - Finland

I assume the necromancers main role is to make those 1-2 crucial dances happen in turns 2,3 or 4, so you can overload the magic defense. They are not meant to cast dances every turn. Sure thing vamps are better at many things but they cost more. Kitted lesser vampire = 180+, kitted necro /w 1 extra spell, 110-120.

...silence 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

fellblade wrote:It is over on The Warhammer Forum. It comes from the ethereal-rule wording that says no item or spell that reduces movement will affect ethereal movement, and several folks jumping on the notion that barding is an 'item'.

My personal opinion is that some VC players are trying to take a powerful rule and make it stupid, but it is possible that some folks are just pushing a foolish RAW interpretation as a matter of principle, to force GW to write tighter rules.


I wasn't aware of this situation before you mentioned it, but the way you layed it out I would side with no penalty crowd.

The Ethereal wording specificaly mentions items. Aside from barding, is there any other item in the game theat reduces movement ?

To the best of my knowledge there isn't.

Since Barding does, it seems apparent that barding is the 'item' that the ethereal rule is referenceing.

Even from a fictional point of view it makes sense. Ethereal barding would be weightless.

   
Made in fi
Jervis Johnson






The Ethereal wording specificaly mentions items. Aside from barding, is there any other item in the game theat reduces movement ?

If you look carefully, the RAW interpretation is not that the slowing part of barding has no effect on ethereal movement, but that barding has no effect at all. No items that reduce movement affect models with ethereal movement. Thus, barding does not reduce your speed by one, and does not give an armour save bonus. The non-official tournament rule is already that barding both gives an armour save for them and reduces their movement by one.

The rest of the questions in this thread have made me decide to stop posting army lists at Dakka Dakka forums. No offence, but it's been over a year since I read any interesting comments.

This message was edited 1 time. Last update was at 2008/03/23 06:22:14


 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Hrm, FWIW I think summoning zombies may be more difficult as an offensive tactic. For one thing, it is tougher to make new units. Secondly, T2 means they are much easier to put down, meaning they could actually hurt combat res. more than they help. Of course BKs add quick killiness, so I assume you are already factoring that.

-James
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Therion wrote:The rest of the questions in this thread have made me decide to stop posting army lists at Dakka Dakka forums. No offence, but it's been over a year since I read any interesting comments.

Pity, I enjoy seeing the lists you run or contemplate running. Though admittedly WHFB is pretty weak here on Dakka, I end up lurking on TWF and race-specific forums for my fantasy needs.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Dakka Veteran




Los Angeles, CA

The solution is to post more intelligent comments yourself and realize that all forums have the same problem of many stupid comments.

Running wont solve anything...

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Unless, of course, you are fast cav ;-)

-James
 
   
Made in us
Savage Khorne Berserker Biker





Well Therion, you've ran into the problem on dakka that a lot of us face, that is, that you've gotten to the point that you make great lists upon which no real comment is required.

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

-The Trooper 
   
Made in us
Sure Space Wolves Land Raider Pilot





That sucks, since you dont answer PMs, I was going to ask you about the block of 12 Black Knights. What purpose does the unit being that big have? Other than combat res, I cant see that it does much for you.

Couldnt you take a unit of Blood Knights for roughly the same cost and make that work a bit better? Was also going to ask what you would add if the game were 2250?




Anyway, I think you should reconsider, unless you post your lists on another web site, then it's all good, I can just go there and see what you're up to.




Clay





 
   
Made in fi
Mighty Chosen Warrior of Chaos






Espoo - Finland

Primarch wrote:That sucks, since you dont answer PMs, I was going to ask you about the block of 12 Black Knights. What purpose does the unit being that big have? Other than combat res, I cant see that it does much for you.

Couldnt you take a unit of Blood Knights for roughly the same cost and make that work a bit better? Was also going to ask what you would add if the game were 2250?

Anyway, I think you should reconsider, unless you post your lists on another web site, then it's all good, I can just go there and see what you're up to.

Clay


The reasons for taking large units of black knights are varied. The most important one usually is that they end up having high enough US to autobreak enemies due fear. Others are having extra bodies to soak up (shooting/magic) casualties and maybe having that extra combar res for the rank. If you get a wight bsb to the unit with the regenerate-banner it makes an awfully durable bunker unit who can steamroll over most things especially if you have a fighty vampire to put in there.

The reason for not using blood knights for this are frenzy (which makes the easy to divert & pull to difficult situationts) and price which is about double of normal black knight.

...silence 
   
Made in us
Sure Space Wolves Land Raider Pilot





Sorry, thats what i meant by Combat res, that the bigger fear causing unit would break most units when they win. Other than that, I guess soaking missle fire is good too.



Clay





 
   
 
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