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Gorog Irongut
03-04-2008, 10:57
Okay, so here goes the fun.

Vampire Lady
Mistress of the Black Arts
Dark Acolyte
Summon Creatures
Book of Arkhan
Power Stone 355 pts

I'm a big fan of keeping my general hidden and fairly magic strong. This for the most part enables me to avoid the poof conundrum. My lady is cost effective giving me a level 3 mage w/ 5 power dice a bound item and a power stone for those need to cast moments.

BSB Thrall
Dread Knight
Walking Death
War Banner 200 pts

2+ Save w/ a lance and a starting combat res of +3. What's not to like?

Jaguar Thrall of Doom
Dark Acolyte
Avatar of Death
Flayed Hauberk
Talisman of the Lycni
Black Periapt 200 pts

Movement 9, 360 Degree LOS, 2+ Armour Save, Level 2 Mage w/ the periapt, and the option to use a great weapon or two hand weapons. This guy is good at everything.

Wight King w/ barded mount, Lance
Hand of Dust 152 pts

For his price, this guy is good. More often than not, he will bolster the black knights and then pull out his little hand to do some serious damage before combat begins. Kind of like buff impact hits.

Core--- 452 pts
10 Ghouls (likely home for Jaguar Thrall of Doom)

10 Ghouls

20 Zombies

Corpse Cart w/ Balefire

9 Dire Wolves (will often serve as the entourage for my BSB when I don't have another more useful place to put him)

5 Dire Wolves

Special--- 431 pts
3 Fellbats (hide them back till I raise them 10 strong.)

5 Black Knights w/ barding, Champ, StB
Banner of the Dead Legion

14 Grave Guard w/ Champ and StB (escorting my Lady in all times save when facing an opponent who can pick her out with their shooting, etc.)

Rare--- 200 pts
Black Coach (of magnificence)


PD 10 + periapt, power stone, and 3 bound spells
DD 6 + balefire and the Coach's ability to steal power dice
Models 82

What I like is that it does a bit of everything. While not overpowering, the magic phase is controlled during my and his turns. My Heroes all have relative punch and all have great speed and CR abilities. There are hammer units, tarpits, distractions, and a fair amount of speed (bats, knights, wolves). All in all, something that a finesse player would like (It's lahmian based and as such, is definitely tailored towards their strengths).


So what are your thoughts?

Malorian
03-04-2008, 17:42
The starting units are a bit small especially since you don't have summon ghouls.

I've had very bad luck with my black knights and that's with seven of them, so I don't know if you want to buff them up a bit.

Nice to see we like the same setup for the wrightking ; )

g0ddy
03-04-2008, 18:22
Do you intend to have a massive unit of bats that you can park behind the enemy battle line?

Otherwise.. what is the purpose of them?

~g0ddy

Gorog Irongut
03-04-2008, 19:20
I view the ghouls mostly as sacrifiicial flanking units. For a rough idea:
left flank-
Ghoul units with Jaguar Thrall, Coach
right flank-
Dire Wolf units with bsb, Wights w/ King
Center-
zombies, grave guard behind them will be the corpse cart and the unit of fell bats. In Turn 1 I hope to beef up the bats with a couple invocations (i.e. 7 strong or so) and then use the rest to make my zombies uber (I'm thinking 10 wide would be enough to be a significant tarpit).

With this rough setup, everything will have the Vampire ability within range. The Coach will be able to mooch dice off of my Lady and the Jaguar Thrall. I must admit I'm tempted to drop the coach, cart, and another 50 points to bring in two varghulfs but right now I'm comfortable with my anti magic level provided by those two.

g0ddy
04-04-2008, 15:21
Im still confused.. ;) what are the bats for?

~g0ddy

Lord Dan
04-04-2008, 16:28
I like the list a lot, save the fact that your general doesn't have any kind of save. I understand your intention isn't to get her into combat, as a Vampire player this is undoubtedly going to happen. When people play you, their primary target is most always your general. You need to assume the kitchen sink will be headed her way.

Also, you shouldn't ever have a unit of 9 dire wolves running around, and the T3 no armor save fast cav should never house a character. (I'm pretty sure they can't, actually. That, or they no longer count as fast cav if he joins them.) Keep your torpedo vampire in the unit of ghouls (Mine is identical to yours, except he has the sword of battle and red fury) unit you're ready to charge some war machine or skirmishing unit.

Also, a comment at the bottom struck me in your statement on dispel dice. You're aware the black coach's special ability doesn't soak up enemy power dice, right?

EDIT: You also realize raising ten bats is equal to 14 sucessful castings of IoN, right?

rathnutt1
04-04-2008, 17:27
actually fell bats get d6 wounds per invocation... Pretty nasty.

Gorog Irongut
04-04-2008, 19:19
I like the list a lot, save the fact that your general doesn't have any kind of save. I understand your intention isn't to get her into combat, as a Vampire player this is undoubtedly going to happen. When people play you, their primary target is most always your general. You need to assume the kitchen sink will be headed her way.

Also, you shouldn't ever have a unit of 9 dire wolves running around, and the T3 no armor save fast cav should never house a character. (I'm pretty sure they can't, actually. That, or they no longer count as fast cav if he joins them.) Keep your torpedo vampire in the unit of ghouls (Mine is identical to yours, except he has the sword of battle and red fury) unit you're ready to charge some war machine or skirmishing unit.

Also, a comment at the bottom struck me in your statement on dispel dice. You're aware the black coach's special ability doesn't soak up enemy power dice, right?
EDIT: You also realize raising ten bats is equal to 14 sucessful castings of IoN, right?

1. Hiding my Lady will be my primary priority. If I find this is too difficult, then I will be forced to evolve my list. Will take this on board.

2. The wolves will simply accompany my bsb. Depending on charges and how they resolve, he will either leave before being charged or charge without them. Being in their unit provides him with the all important look out sir roll.

3. The black coach will steal POWER dice from any magic phase in the game. Even more interesting it targets the dice generated in the pool (as well as those generated by any wizard within 6") which is generally 2 but can be buffed by rods of power, the black periapt, that high elf standard of d6 power dice, and the dice created by the skaven mage engineer.

4. As someone has mentioned, the bats are considered infantry as per the book and therefore receive d6 wounds of restoration or growth. With 3.5 being the average on a d6 it should take a unit of 3 bats 4 invocation of neheks to jump up to being a unit of 10 models.

I personally find bats are great because they:
have a huge movement
360 degree los
2 wounds

This makes them great for hunting mages or infantry. Another obvious tactic is to fly them behind the opponents battle line and wait for units to break. 10 models can make a long line waiting behind them and multiple units can be crossfired.

They're also great for stalling those enemy units that have to be stopped from doing something. Keep that steam tank out of the way. Or maybe bait those knights of the blood keep into charging off into a completely wrong direction.

Although they aren't very killy, they're great for shoring up your battleline.