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Count Funkula
25-03-2009, 02:34
Hey, I've been playing WHFB for quite a long time, my main army for the past couple of years has been Dwarfs, but I've become pretty bored of them and I'm looking to start a new VC army. I'm giving 2k points a try for the first time this upcoming weekend, and I wanted to know what you guys think of this list. Here goes:


Vampire Lord- MotBA, Forbidden Lore, Lord of the Dead, Walach's Bloody Hauberk, Helm of Comm., Black Periapt, Extra Magic Level (Thought about putting Skull staff on this guy, but gave some armor to help against assassination attempts)

Vampire- Infinite Hatred, Summon Ghouls, Flayed Hauberk, Sword of Might (Semi-killy, will hang out in Ghoul unit and use his power die to try to up the unit)

Necro- Vanhel's Danse, Book of Arkhan, Corpse Cart W/Balefire

10 Ghouls- Ghast
15 Skeletons- Full Comm, HW + Shields
15 Skeletons- Full Comm, HW + Shields
5 Dire Wolves

20 Grave Guard- Full Command
5 Black Knights- Full Command, Barding, Royal Standard of Strigos
5 Fell Bats

Varghulf


Thinking Lord and necro hang out in a unit behind my main line casting spells, fighty vamp takes ghouls up a bit to the side slowly while raising them up, then hoping for flank charges once my skellies and Grave guard or summoned zombies pin something. Varghulf and Black Knights for far flanking force with wolves for screening. Bats for artillery hunting/marchblocking/trapping. Please let me know any advice you have for this list!

ZombieMans
25-03-2009, 05:14
I don't know about mixing ghouls and skeletons. It seems like you make yourself weaker by not concentrating on the one or the other. I don't really know, though. Someone else might be able to expand on that further.

texer
25-03-2009, 12:09
I think tha good idea would be to put a BSB with drakenhoff banner to the Grave Guard unit then the unit would be very good and it would deffend the general if he needs cover.:skull:

Count Funkula
25-03-2009, 21:10
I don't know about mixing ghouls and skeletons. It seems like you make yourself weaker by not concentrating on the one or the other. I don't really know, though. Someone else might be able to expand on that further.

Decided to take the ghouls just cause they seem like a better hitty unit than skeletons. Skeleton units tie them up, ghouls come in from the flank and carve them up. My hero level vampire would have 1 power dice stuck to himself with not much to do with it if I didn't give him an invocation specialisation, so just gave him the ghoul one to let him build them up (he can still nab a pool die if needed for more raising).

LazarusKing
26-03-2009, 09:07
Ghouls are undead now so that seems like the way to go. Last edition they weren't. Sill absolutely terriffic little support units though.

Spirit Hosts instead of Fell bats? Takes more to kill them. Or more Dire Wolves. You can never have too many Dire wolves.

XXL
26-03-2009, 10:55
Spirit Hosts instead of Fell bats? Takes more to kill them. Or more Dire Wolves. You can never have too many Dire wolves.

I actually like the bats... A little bit more expencive than wolfs but they have fly instead of fast cav, -1 to vs shoting, can cover large areas from LoS and most importantly, can be raised with D6 instead of just ONE for the wolfs. The big flaw imo is that they dont negate ranks, but I think their pros is greater than their cons...

I dont like mixing ghols and skellies. Using two casting powers is a waste imo and the vamp lord cant raise the ghols with the great +1 to cast witch makes a big difference. Not only are you about 15 % bigger chance to get a succesfull cast (making IoN good to cast with one die) but also you often force your opponent to dispel using two dice or one die with really bad odds... As of now you ofc have four +1 dice to use on the ghouls if needed but I still think its better to run all ghols or skellies, if you have all the same core, all of your powerdice can go into upping the core unit that really needs it... If your vamp is challanged off in turn three your small unit of ghols is a give away.

Keller
26-03-2009, 14:01
I don't mind mixing ghouls and skellies, depending on what you expect of them.

Skellies are my main line unit, there to provide numbers and static-CR. Ghouls I use in small units of 10-12 as support units and to chase down weak targets. I seldom bother with either casting power, since I can raise either type quickly enough to their starting level. Granted, the +1 really helps, but I don't think its nessecary by any means. Just my oppinion, of course.


As to the list, it looks pretty good. I don't think you need both Wolves and Bats, though, unless you are only planning on screening the knights w/ wolves. I would drop them to bulk up the infantry a bit more; I don't like to count on casting, in case of that dreaded miscast on turn 1.