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Boondock
18-08-2009, 10:44
Hey guys, there is a 2000 point tournament coming up, and I wanted to try out a new unit I bought - Blood Knights. So with that, what do you think of this list that I have made up? Any and all feedback is appreciated.



Vampire Lord - 410
- Level 3
- Dark Acolyte
- Avatar of Death
- Summon Ghouls
- Infinite Hatred
- Sword of Might
- Cadaverous Cuirass
- Gem of Blood
- Black Periapt
Vampire - 195
- Dark Acolyte
- Summon Ghouls
- Nightshroud
- Helm of Command
Vampire - 190
- Dread Knight
- Infinite Hatred
- Blood Drinker
Vampire - 185
- Dread Knight
- Infinite Hatred
- Book of Arkhan

x15 Ghouls - 128
- Ghast
x14 Ghouls - 120
- Ghast
x20 Zombies - 80
x6 Dire Wolves - 48
Corpse Cart - 100
- Balefire

x19 Grave Guard - 277
- Standard/Champ
- War Banner

x5 Blood Knights - 295
- Standard

[b]Total: 1,998
PD: 10 (11) + 2 Bound Items
DD: 7 (8)


The idea is that both on foot Vampires go in the Grave Guard, while both mounted Vampires go in the Blood Knights.

I realize the small number of units and lack of numerous hard hitters means that I will be easily outmaneuvered. However, I plan to offset this by deploying in a refused flank and anchoring to a table edge, like so:
http://img22.imageshack.us/img22/7361/setupx.th.jpg (http://img22.imageshack.us/i/setupx.jpg/)

If I feel that the opposing army is also not very manueverable, then I may consider deploying the Blood Knights and Dire Wolves first thing and placing them 2/3 of the way down the board to draw off enemy units and to (hopefully) freeze them out from the first few rounds while I maneuver my Blood Knights back towards my side on the double.
http://img19.imageshack.us/img19/3300/setupii.th.jpg (http://img19.imageshack.us/i/setupii.jpg/)

By anchoring to the table edge I cut off the ability of my enemy to exploit greater maneuverability on one flank and force them to match against the hardest cavalry in the game on the other flank. Meanwhile, the two casters on foot do nothing but raise Ghouls in the first turn, hopefully bringing each to 25+ by mid turn 2. These will form a rock solid "center" which will at all times remain flush with each other for mutual charge support. The Corpse Cart remains slightly back to avoid charges by ranked units and provide Always Strike First to all four infantry blocks. The Zombies are there merely to fill the third Core slot and will serve to ward off or adsorb flankers. Skirmishers and flying skirmishers I plan to deal with by raising new Zombies to protect the rear.

seraphius
18-08-2009, 14:46
As a fellow VC player i can say that this is something i would not bring to the table but would love to play against.

What you got here is Blood knights as your hammer, but your hammer is all alone as a fast unit in a slow moving army and the only possible screen you have is a small wolf unit.

Your chars are eating upp alot of points, almost half of it.

Little magic defence, all you got is the Dispel dice, if you face a magic oriented army you are toast.

Might i suggest this

Get your lord into the action with a mount and mount setupp
Make one vampire a desiganted resser for your ghouls and lv 2
Sub one vamp for necro with 1 dispel scroll and power stone(he will have vanhells and to make sure it comes through you popp the stone)

Graveguard is awsome as a defenisive unit, here it seems like a defensive unit set for a semi offensive job.. sub it for a unit or two of black knights with barding to asisst your blood knights

should be some points left over from the vamp to necro sub at this point to get a unit of 10 ghouls as a bunker for your necro and or summon vamp(ofc keep this unit behind the front line) or /and uppgrade other units.

My whole points is that your blood knights are good, but alone and easy to bait.