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Made in gb
Terrifying Wraith




London, England, Holy Terra

So, as we know that the army book is coming out on the 14th, what would you guys like to see in it?
As far as Magic Items go, I' hoping that Walach's Bloody Hauberk and the Blood Drinker stay, and that the Carstein Ring and Black Axe get relegated to Vlad/Krell only.

Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
DR:90+S-G+M+B+I++Pwhfb09#-D+A+/eWD354R+++T(S)DM+ 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

No more forbidden lore spam.
For some reason, VC armies appear to out magic everyone else's.
If it does stay spammable, then at least a casting cost increase.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Killer Klaivex




Oceanside, CA

CthuluIsSpy wrote:No more forbidden lore spam.
For some reason, VC armies appear to out magic everyone else's.
If it does stay spammable, then at least a casting cost increase.

Casts on a 6+. The pics leaked show the vampire magic card deck, and you can see the casting value of all 7 spells.
Rumor says it heals D6 + your spell level. Vampire bloodline adds D3 to the number healed.

I want zombies back. In what fluff do zombies get slaughtered by goblins. Even small goblin units tear zombies apart.
Give me playable zombie rules.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

CthuluIsSpy wrote:No more forbidden lore spam.
For some reason, VC armies appear to out magic everyone else's.
If it does stay spammable, then at least a casting cost increase.


It's mostly a crutch most VC players use, since 8th made all the core units complete garbage. (Cept for ghouls.)

Bassicly the magic needs over hauled to not be silly, and everything rebalanced and point coasted for 8th.
   
Made in us
Deadly Dark Eldar Warrior





I am hoping to see cheaper Skellies and Ghouls. Maybe even a command with the Ghouls. I think it would be cool to have the new Crypt Horrors be able to join units of ghouls like Krox/Skinks.


Wheres the Beer?  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

HawaiiMatt wrote:
CthuluIsSpy wrote:No more forbidden lore spam.
For some reason, VC armies appear to out magic everyone else's.
If it does stay spammable, then at least a casting cost increase.

Casts on a 6+. The pics leaked show the vampire magic card deck, and you can see the casting value of all 7 spells.
Rumor says it heals D6 + your spell level. Vampire bloodline adds D3 to the number healed.

I want zombies back. In what fluff do zombies get slaughtered by goblins. Even small goblin units tear zombies apart.
Give me playable zombie rules.

-Matt


Just had a look. MUCH better than before

Anyway, I would like to see more zombies too. Seeing the same Crypt Guard + Ghoul build over and over again is getting tiring.
Hopefully, the new version will result in an increase of more varied armies.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Killer Klaivex




Oceanside, CA

With zombies, a smaller unit minimum and/or cheaper would work too.
If I can drop a unit on the table for 40-50 points, I don't mind them being throw away units.

I experimented with gnoblars going 2 wide and 5 deep.
I'm thinking of giving 2 wide 10 deep zombies a try. Since opponents attacks are > than rank bonus, the best way to tarpit is to limit opponents attacks. Crumble makes every kill effectively double, limiting attacks is the best option.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in cn
Yeoman Warden with a Longbow




Harbin, China

HawaiiMatt how about a rule that every wound a zombie inflicts upon standard humanoid foes, there is a 50% chance that foe is transformed into a zombie that joins their unit at the end of the combat?
   
Made in us
Killer Klaivex




Oceanside, CA

Hautamaki wrote:HawaiiMatt how about a rule that every wound a zombie inflicts upon standard humanoid foes, there is a 50% chance that foe is transformed into a zombie that joins their unit at the end of the combat?

That all depends on the stats of zombies.
WS1 S2 zombies suck. Against a WS3 T4 opponent (like ogres or orcs), you're hitting on 5's and wounding on 6's. With light armor, shield and parry, you're doing 1 wound for every ~32 attacks.
So with 64 attacks (2 rounds of combat) you could expect to get 1 wound back; and lose ~30-40 zombies in the process.
If WS2 S3 T3 (naked skeleton), the ratio goes to 1 wound inflicted for every 11 attacks.

Unless lore of vampires has some sort of awesome buff; zombies don't have the hitting power for a Zombie Plague idea to work.

If I were to write the book, I'd have:
Ghouls as S3 T3 alive, skirmish
Zombies as WS2 S4 T4 I2 A1 with the zombie plage effect (4+ to create new zombie for each wound inflicted), Always strike last, Regen 6, cannot pursue.
Ghouls I'd price at 7 points, skeletons seem right at 5 points (with armor and shield), and zombies I'd do at 8 (with ASL).




-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in au
Norn Queen






Hautamaki wrote:HawaiiMatt how about a rule that every wound a zombie inflicts upon standard humanoid foes, there is a 50% chance that foe is transformed into a zombie that joins their unit at the end of the combat?


The problem is GW zombies don't do that. Being a zombie in Warhammer isn't due to being bitten and contracting some disease that turns you into one. It's due to you dying, however that might have happened, and someone with knowledge of Necromancy raising you from the dead. Zombies coming back is perfectly represented by the Invocation of Nehek and Raise Dead spells, which is how it works in Warhammer.

This message was edited 1 time. Last update was at 2012/01/01 03:33:21


 
   
Made in cn
Yeoman Warden with a Longbow




Harbin, China

Well fluff is pretty easy to retcon if it makes for a balanced, interesting and novel game mechanic. I like HawaiiMatt's ideas for zombies. It just gives them something to distinguish them from skellies or ghouls. Which also have something to distinguish them from each other (other than basic statline I mean). That way you could also have different versions with varying statlines that provide the player with more interesting choice, which is the foundation of 'fun'.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Vampire count zombs shouldn't have that ability. It wouldn't make sense fluff wise, and would be pretty OP.

Now nurgle zombies on the other hand.,..

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
 
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