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TheShadowCow
24-11-2009, 21:43
I'm considering diving into the abhorrent world of the Vampire Counts, and if I do then it's just got to be the insane, depraved Necrarchs. Not for me the finer things in life, nor concepts of martial honour. No no, I'll settle for potent Necromancy and a lot of monstrous flesh-beasts stitched together from whatever I can find lying on the side of the road.

Given that the core themes of my list would be:

- Vampires who specialise in magic
- Raised units
- Necromantic constructs (conversions for all)

I came up with the following as a base list. Obviously pouring points into bigger monsters was unavoidable, and if I plan to go heavy on the raising of the dead then I really need to get a good handle on the magic phase. The units themselves are a little small (well, very small), but I figure that I'll be able to raise so many extra bodies it's more sensible to do it this way (plus I imagine it will be very disturbing for an opponoent to watch as my army quickly increases in size). Also, between the Skull Staff and twin Balefire Corpse Carts, I think I can pretty solidly lock down my opponents magical abilities, which is a handy way of slowing down my opponents abilities while I spend a couple of turns summoning the rest of my army. Comments are more than welcome.

Myzlt Soulgorger, Necrolord of the Obsidian Spire
Vampire Lord, Level 3(4)
Dark Acolyte, Forbidden Lore, Lord of the Dead, Summon Creatures of the Night, Skull Staff, Nightshroud, Sword of Striking
Abyssal Terror
585

Kemmelkher, Master Fleshcrafter
Vampire, Level 1(2)
Dark Acolyte, Summon Creatures of the Night, The Rod of Flaming Death
Hellsteed
205

Sekhmet, Obsidian Apprentice
Vampire, Level 1(2)
Dark Acolyte, Sceptre de Noirot
155

Alckar, Obsidian Apprentice
Vampire, Level 1(2)
Dark Acolyte, Lord of the Dead, The Book of Arkhan
180

Zombie Horde
20 Zombies
Standard Bearer, Musician
92

Zombie Horde
20 Zombies
Standard Bearer, Musician
92

Skeleton Warriors
10 Skeletons
Spears, Champion, Standard Bearer, Musician
110

Terrifying Flesh Constructs (Dire Wolves)
5 Dire Wolves
40

Terrifying Flesh Constructs (Dire Wolves)
5 Dire Wolves
40

Corpse Cart
Balefire
100

Corpse Cart
Balefire
100

Horrifying Winged Flesh Constructs (Fell Bats)
3 Fell bats
60

Horrifying Winged Flesh Constructs (Fell Bats)
3 Fell bats
60

Giant Flesh-craving Necrotic Monster (Varghulf)
175

1994

EldarBishop
25-11-2009, 03:07
Seems interesting, from a thematic point of view.

However, I think you will have issues on the board due to a lack of anything hard-hitting (aside from the Varghulf). Something as simple as a unit of 5-6 Black Knights would help immensely in this regard.

Otherwise, you'll be trying to win a combat and breaking the enemy with soft/crappy troops and caster vampires.

Lord Dan
25-11-2009, 03:14
Several issues.

First of all, your lord has no protection of any kind. Sure, he has a 6+ armor save that prevents enemies from striking him first (which against most armies is utterly useless since he would either be charging, and against the things that would hit him first he shouldn't be charging at all) however everything else smashes him apart. Also putting on an Abyssal terror is the wrong thing to do with him. He should be avoiding combat, not mounting himself on a monster designed to take him into combat. For this reason you might consider dropping the AT and just giving him the 30 point flying ability.

Second, your other vampires have only one place to go- the 10 man unit of skeletons. This means if your opponent gets first turn, which is quite possible, they only need to burn through 10 skeletons to start automatically killing off your T4, otherwise completely unprotected vampires.

Even more problematic is the fact that if you fix these problems and make the list any more efficient, it becomes the cheese-fest caster spam list that everyone complains about so much.

So...how about them blood dragons?

TheShadowCow
25-11-2009, 23:52
Thank you both for your replies. I've mulled over the issues, and come up with the following (trying to a) keep in character and b) shy away from drifting too far into VC cheese territory).

The Abyssal Terror was probably a bad move, you're right. I've dropped it and gone with a Hellsteed instead - I know he's still lacking protection, but I figure I'll spend most of the game hiding him away and chain-summoning minions anyway. I've also fixed his itemization a little, dropping the combat-oriented items in favour of the Helm of Commandment (which should really boost the effectiveness of my tarpit units, and again encourages me to keep him out of combat). As for protecting him, as said I imagine he'll do a lot of skulking around and flying away from potential threats, and I figure I have enough magical defence to hold off on magical missile-related death.

To be honest I completely forgot about characters not joining Zombie units, so that was my bad. I've dropped one of them (they'll be raised later, almost assuredly) in favour of Crypt Ghouls. These seem like a smart investment (coming in the boxed set ^^), being easily raised and being a little better in combat. To that end, both the Vampire Apprentice (who will join them) and the Vampire Lord have been given Summon Ghouls, again so I can quickly bulk up the unit to fearsome size.

Using the spare points, I've gone for a second Varghulf. I foresee the two of them working together to smash whatever ends up trying to fight its way through my (soon to be) huge units of Skeletons, Zombies and Ghouls. I'd love to have included a unit of Black Knights, but I don't have the points to spare and they seem less appealing compared to another huge Frankenstein-like Varghulf conversion.

The Wolves and Fell Bats have been consolidated together and will accompany the mounted Vampire out on a flank. Between his ability to quickly increase the number of Fell Bats to a crazy number and the Rod of Flaming Death to chase off enemy flankers, I think they should do reasonably well.

On the whole it is going to be a somewhat unconventional playstyle, with the first half of the game spent being defensive and hiding (the Zombies will shield the Skeletons at the start of the game, for instance) and raising as many bodies as possible, and then I'll spend the second half of the game playing hammer an anvil between my suddenly expanded force and the few harder-hitting elements.



Myzlt Soulgorger, Necrolord of the Obsidian Spire
Vampire Lord, Level 3(4)
Dark Acolyte, Forbidden Lore, Lord of the Dead, Summon Ghouls, Skull Staff, Helm of Commandment
Hellsteed
475

Kemmelkher, Master Fleshcrafter
Vampire, Level 1(2)
Dark Acolyte, Summon Creatures of the Night, The Rod of Flaming Death
Hellsteed
205

Sekhmet, Obsidian Apprentice
Vampire, Level 1(2)
Dark Acolyte, Summon Ghouls
145

Alckar, Obsidian Apprentice
Vampire, Level 1(2)
Dark Acolyte, Lord of the Dead, The Book of Arkhan
180

Zombie Horde
20 Zombies
Standard Bearer, Musician
92

Skeleton Warriors
10 Skeletons
Champion, Standard Bearer, Musician
90

Crypt Ghouls
10 Crypt Ghouls
Crypt Ghast
88

Terrifying Flesh Constructs (Dire Wolves)
9 Dire Wolves
72

Corpse Cart
Balefire
100

Corpse Cart
Balefire
100

Horrifying Winged Flesh Constructs (Fell Bats)
5 Fell bats
100

Giant Flesh-craving Necrotic Monster (Varghulf)
175

Giant Flesh-craving Necrotic Monster (Varghulf)
175

1997