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View Full Version : 2400pts VC vs O&G What to add?



Manbrick
23-11-2014, 23:43
So i've got a game planned against Orcs and goblins and I want the internets advice on how to spend the remaining 118 points.
Overall i'm pretty happy with the list I've written, but i'm willing to listen to any changes y'all might suggest.

My VC collection is pretty big but i don't have any Crypt Horrors, Blood Knights, or Mortis Engines/Coven Thrones so please don't suggest adding any of those :p
I'm kinda going for a shambling horde style list.


Vampire Lord; 396pts
level 1 wizard
heavy armour
Talisman of Preservation
Enchanted Shield
Ogre Blade
Red Fury
Quickblood.

Master Necromancer; 200pts
level 4 wizard.

Necromancer; 115pts
level 2 wizard
Channelling Staff.

Necromancer; 90pts
level 1 wizard
Dispell Scroll.

Wraith. 60pts

40 Skeletons; 230pts
Full command.

23 Zombies; 79pts
Standard, musician.

40 Crypt Ghouls; 410pts
Ghast.

5 Dire Wolves. 40pts

5 Dire Wolves. 40pts

30 Grave Guard; 440pts
Great Weapons
Full command
Banner of the Barrows.

2 Fell Bats. 32pts

5 Hexwraiths. 150pts


TOTAL; (so far) 2282

Manbrick
24-11-2014, 10:43
Anyone at all??

ashleygibson06
24-11-2014, 13:41
I find playing with OnG that the Hex Wraiths are the bane of my life. Can't shoot them as we have nothing magical. Foot of Gork on a unit of 5 seems a waste.
The only thing that works is a hero level character which can't be everywhere at once.
So I would suggest get another unit of 5 in there. Remember get them within 8" of a NG unit and they have to release the fanatics as they are an enemy unit even if they do no damage to them.

m1acca1551
24-11-2014, 13:53
Spirit hosts? I can't leave home with out them... Re direct a savage Orc horde that will smash anything VC has in a 1-1 combat, force release fanatics for no risk and lol's, plus again forces magic missiles and weapon use to remove and being re directors makes your opponent have to choose between a) removing those pesky hex wraiths or b) remove that road block that has just forced by entire army to be bottle necked and allowed my flank to be turned.

aprilmanha
24-11-2014, 14:30
Nagash for a win :D

Manbrick
24-11-2014, 22:35
Thanks for the advice guys!
How's this new list look?

Vampire Lord; 396pts
level 1 wizard
heavy armour
Talisman of Preservation
Enchanted Shield
Ogre Blade
Red Fury
Quickblood.

Master Necromancer; 200pts
level 4 wizard.

Necromancer; 115pts
level 2 wizard
Channelling Staff.

Necromancer; 90pts
level 1 wizard
Dispell Scroll.

Wraith. 60pts

40 Skeletons; 230pts
Full command.

23 Zombies; 79pts
Standard, musician.

40 Crypt Ghouls; 410pts
Ghast.

5 Dire Wolves. 40pts

5 Dire Wolves. 40pts

30 Grave Guard; 440pts
Great Weapons
Full command
Banner of the Barrows.

5 Hexwraiths. 150pts

5 Hexwraiths. 150pts


TOTAL; 2400


I took out the Fell Bats and added a second unit of Hexwraiths. Didn't have enought points for a Spirit Host unfortunately.

ashleygibson06
25-11-2014, 09:22
Should do well against OnG. Just don't get the Hex Wraiths into a static combat and let them charge through units and you will be fine.

I assume you are playing Nagash rules vis a vis the undead so losing your Vampire won't mean crumbling. If this is the case you could drop the level 2 necromancer an get 2 bases of spirit hosts. Using the Lv 4 with Undeath will then allow you to raise up more. I would only start with them because they can't be taken out like the necromancer can by shooting so it saves 90 points and gives you a further 20 points for magic items...