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Made in us
Screamin' Stormboy




Have been messing around with VC and wanted to make a strong list
This is what I came up with - let me know what you think

Vampire Lord: 395
Level 3, HW
Dark Acolyte-
Master of BA-
Lord of Dead-
Flayed Hauberk-
Staff of Sorcery -

Vampire #3: 165
level 1
Dark Acolyte-
Lord of Dead-
Helm of cammandment-if he is not in CC, 12"
friendly unit can use his WS

Vampire #2: 145
level 1
Dark Acolyte-
Lord of Dead-

Necromacer: 80
-Dispel scroll

760 13 PD, 7 dispel, -3 for enemy to cast (with corpse carts), 1 dispel scroll
--------------------------------------

15 Skeleton Warriors: 128 (standard)

15 Skeleton Warriors: 128 (standard)

15 Skeleton Warriors: 128 (standard)

5 Dire Wolves: 40

5 Dire Wolves: 40

Corpse Cart: 100
Balefire
Corpse Cart: 100
Balefire

664
------------------------

20 Grave gaurd: 252 (standard)

252
-----------------------

5 Cairn Wraiths: 250

5 Blood Knights: 295 (standard bearer)

545 2246
------------------------

Dire wolves are for screeening the blood knights
I don't like taking groups of just 10 skele's b/c I have to rely on invocation
instead of having the ability to also cast offensive spells

 
   
Made in us
Screamin' Stormboy




No advice?

 
   
Made in us
Grisly Ghost Ark Driver






give it some time, i posted mine last night and just a bit ago received some help. someone is probably calcing out what goes where and who eats what, don't worry. I don't play VC so I'm not much help. I take the skeletons apart...not build them up =/
   
Made in nl
Longtime Dakkanaut




Almost everyone considers Ghouls to be better then Skeletons (more Attacks, Poison, higher Thoughness, higher Weapon Skill).

I'd give your Grave Guard the Banner of the Barrows.

I don't think you need 2 Corpse Carts. I'm not a fan of Corpse Carts at all, so I would say drop them both, but a lot of people include one of them in their list, so I'm going to say drop one Corpse Cart and keep the other one. A possibility could be to mount your Necromancer on this Corpse Cart (this way it can join units).

I would probably drop the Staff of Sorcery, give your Vampire Lord the Helm of Commandment, and give the Vampires the Book of Arkhan and the Black Periapt. Another option for your Vampire Lord could be to drop the Dark Acolyte vampiric power and replace it with the Forbidden Lore (always have Vanhel's Dance Macabre).
   
Made in us
Charging Bull




Rochester, New York

Ghouls are better than skeletons, so switch them out.

Corpse carts are really good with balefire in my experience, it can really frustrate your opponents magic.

Blood knights are a waste of points, you are much better off replaced them with the much more cost effective black knights. Think about it this way: black knights can break a unit for 120 points, blood knights can...break a unit more??..for 220 points. Its not worth the extra points.

I would strongly suggest making one vampire a BSB and taking the Drakenhof banner and then sticking him into the GG unit. It makes the unit almost impossible to destroy unless you go up against daemons with fire.

Drop lord of the dead and the staff of sorcery from your lord, these items are useless. What I would do is give him a mount and the dread lance and red fury if you've got the points and put him in your black knight unit. That character is a beast in combat and is still a great spell caster.

If you feel like you really want the helm of commandment, put it on your lord as WS 7 makes WS3 hit the unit on a 5+.

I echo what Airmaniac says about the items for your characters, the Book is almost an auto include for VC players and the Black Periapt is really good. As is forbidden lore.

Necromancers are bad, replace it with another vampire.

Oh yeah and after you replace the skeletons with ghouls, make them unit size 20. And don't give them standards, its just free VP for your opponent, take a UC though, an extra poision never hurts.

This message was edited 1 time. Last update was at 2009/11/29 22:52:13


"But remember that there are over 1000 chapters of spase marienz! So the SM codex has to cover over 1000 different kinds of spase marienz! Codex CSM only has to cover 1 kind (the Chaos kind). And I don't even think Eldar are a kind of spase marienz at all. Hurr!"
- Abadabadoobaddon

Albatross wrote:I don't game in GW stores very often, but I must say that last time I did, most of the kids were much more pleasant and less annoying than some of the smelly, socially slowed ADULTS who frequent the stores.
It's a company which specialises in the selling of plastic representations of Elves, Goblins, and 9 foot tall superhuman soldiers from the future - have you ever considered that, as adults, it is US that is intruding upon THEIR world?
 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Ghouls can't take standards anyway.

That's the advantage skeletons have over ghouls: Banners [potentially magical like doubling US banner or War Banner] and Musicians.

Ghouls stand up better to shooting, though. Basically if something is WS4 or higher and S3 or 4, skeletons tend to do better against them in hth with their armour saves and the static res from banner and musician in case of a tie. If they're WS3 and S5+, or they're shooting at you, ghouls are better. They also put fear into things like giants [or any other monster]. Very versatile.

As for tournament play, I think in general I'd go with 1 Lodestone corpsecart or none, and depend on lots of dispel dice with a +1 from staff of sorcery to counter enemy magic - 200 points on things that are largely useless against an enemy that doesn't use magic is devastating. 35 is less crippling.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Snord




NC, USA

I have to agree - the increase in toughness, 2 attacks and poison are a good argument for ghouls.
Let's see what else . . ..
1. Vamp Lord - drop the Staff of Sorcery and add the Helm on him for that WS7. He's a casty guy anyways so shouldn't be in combat.
2. Drop the Necromancer and go with a Wight Lord with the Nightsthroud and Sword of Kings. KB on a 5+ and a BSB is great!
3. Corpse carts are pretty versatile - -3 to cast will kill enemy magic, while if they aren't casty you pick up 3 bound spells. Good investment.
4. I would give your GG a champ, banner of the barrows and GW. Using the Helm and keeping your carts nearby, they get ASF, Str 6 killing blow, hit on a 2+, etc. etc. Champ will help in case any uber characters charge the unit.
5. Carn Wraiths can be incredible - just don't let them get shot, magic'd or anvil'd.
6. Blood Knights - I've never seen these guys make up their points. Frenzied and with high movement makes them so vulnerable to being misled. With so many casting dice, I'd go for a Black Coach instead.

Of course, a 13 PD VC army how it's looking would be borderline for some folks to cry cheese, but it can be effective.
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Rather than the wight lord, I'd use a vampire. Yes, they only KB on a 6 with the sword of kings, but you can buy them the Beguile power as well as infinite hatred. They're also WS6 without the helm of commandment.

40k Armies I play:


Glory for Slaanesh!

 
   
 
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