Results 1 to 14 of 14

Thread: VC 2250 - no smoking please

  1. #1

    VC 2250 - no smoking please

    Fantasy Army: Vampires
    SGK; red fury, dragon bane, potion of STR, sword of bloodshed
    Master Necromancer (lv3)

    Vampire; heavy armor, ROFD, quick blood, enchanted shield
    Vampire; BSB, armor of fortune, great weapon, beguile, quick blood


    47 zombies, standard
    20 zombies

    5 dire wolves
    5 dire wolves

    35 ghouls,
    ghast


    12 crypt horrors,haunter

    Varghulf


    I know I have to shuffle something around for a dispel scroll and I'm a little uneasy going into it with such small blocks of zombies; in reality the only thing I plan on casting is ION. The Ghoul King is staying, although his kit can always be revised and everything else is up for discussion.

    Thanks for reading.
    Last edited by Nom-nom-baby; 11-06-2012 at 01:11.

  2. #2
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,370

    Re: VC 2250 - no smoking please

    Aura of dark majesty is useful to have, fear is the best weapon in the arsenal.
    Your going to struggle against magically defencive lists too.
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  3. #3

    Re: VC 2250 - no smoking please

    Zombies need to start at 40 at least. 20 die in a single round of.combat
    "Of course you fight fire with fire. You fight everything with fire!"

    lesserofallevils.blogspot.com My warhammer gaming blog.

  4. #4

    Re: VC 2250 - no smoking please

    I'll probably mash one Zombie unit of 20 with the unit of 27, if I can get 2 turns out of a zombie unit I'll be fine with that.

    Hazmiter - can you elaborate how a magically defensive army will cause me problems and how I might work around that? Also, do you have a pertinent recommendation on how I can use aura of dark majesty in my army list?
    I hate black coaches and I think they are useless. I see them as a 0-0 choice. - Malorian

  5. #5
    I have limited experience, but it seems the dire wolves units are far too small to survive or be of much use. The varghulf is ok, but I would try to make space for a terrorgheist instead. I also agree that zombie units need to be larger. Maybe you could go with 2 units of 30ish zombies?

  6. #6
    Commander thrawn's Avatar
    Join Date
    May 2005
    Location
    Toronto
    Posts
    836

    Re: VC 2250 - no smoking please

    Quote Originally Posted by Nom-nom-baby View Post
    SGK; red fury, dragon bane, potion of STR, sword of bloodshed
    Master Necromancer (lv3)

    Vampire; heavy armor, ROFD, quick blood, enchanted shield
    Vampire; BSB, armor of fortune, great weapon, beguile, quick blood


    27 zombies, standard
    20 zombies
    20 zombies

    5 dire wolves
    5 dire wolves

    35 ghouls,
    ghast


    12 crypt horrors,haunter

    Varghulf


    I know I have to shuffle something around for a dispel scroll and I'm a little uneasy going into it with such small blocks of zombies; in reality the only thing I plan on casting is ION. The Ghoul King is staying, although his kit can always be revised and everything else is up for discussion.

    Thanks for reading.

    if your going strigoi and your planning on using horrors try really hard to find room for the mortis engine. it takes your guys from good, to great. even better if you find room for the corpse cart.
    One of Portents first 500 members. If you don't know what that is, than I might be too old to be still playing this game!
    My Chaos Dwarf Army Blog:
    http://www.chaos-dwarfs.com/forum/sh....php?tid=11436
    My Chaos Space Marine (Slaanesh) Blog:
    http://www.warseer.com/forums/showth...=1#post6611676

  7. #7

    Re: VC 2250 - no smoking please

    Thrawn - That was my gameplan for moving up to 2500 points, at 2250 I don't feel I'd have enough to protect it with this list. I feel you though, I am very excited to get the Mortis Engine into play sooner than later.

    Vilrander - I too am of limited experience, that being said, I'm not looking for much use out of the Dire Wolves. I'm more inclined wainting to be surprised by any success they bring.

    I'll edit the list and combine two of the zombie units.
    Last edited by Nom-nom-baby; 11-06-2012 at 01:13.
    I hate black coaches and I think they are useless. I see them as a 0-0 choice. - Malorian

  8. #8
    Commander woodster17's Avatar
    Join Date
    Oct 2011
    Location
    Leeds, UK
    Posts
    874

    Re: VC 2250 - no smoking please

    Units of 5 wolves are fine, they're not meant for hard hitting combat units, chaff and redirect is the name of the game there. Are you dead set on the Ghoul King for the general? He's kind of squishy, you've only tooled him up for slaughter, not to take hits.
    Awake O Dead, for there can be no rest for ye beneath the earth. Let the splintered bones burrow from the grave pall. Let cold fingers grip time-worn blades, and unseeing eyes survey the fields of slaughter. For your time has come once more. And the dead shall walk.


  9. #9
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,370

    Re: VC 2250 - no smoking please

    Aura dark mejesty will modify ld, more chance of failed ld tests.
    Maybe buff up a necro or even 2 if you can afford it.
    Channeling staff will also aide here.
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  10. #10

    Re: VC 2250 - no smoking please

    Hazmiter - I know what aura of dark majesty does, thanks for the recap. Please give some specific notes as to how you would change the current list posted at the top of the thread to achieve the message you're trying to convey.

    Woodster17 - Read the initial post, I'm up for any ideas on his equipment.
    I hate black coaches and I think they are useless. I see them as a 0-0 choice. - Malorian

  11. #11
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,370

    Re: VC 2250 - no smoking please

    Will do mate, at work on quick break, will do after I finish. Have book at home.
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  12. #12

    Re: VC 2250 - no smoking please

    Where are the characters going? I'm guessing necro in the small zombies and all 3 vamps in the big one?

  13. #13
    Chapter Master hazmiter's Avatar
    Join Date
    Jan 2012
    Location
    Australia, N.S.W
    Posts
    1,370

    Re: VC 2250 - no smoking please

    Ok, the strigoi, if you give him aura of dark majesty, I'm assuming he will be joining the ghouls???
    It will enable your ghouls some survivability, that -1 in a 6" area is very handy, and will allow you to chew through things, it also increases the chance of the enemy fleeing if they lose combat.
    I don't know what you could swap out though
    Unless you give aura of dark majesty to your bsb, as well as the -3ld test base contact ability..... Then he would have some additional protection, due to a minus 4 ld test before blows are stuck.
    What's the plan with the bsb???? Is he there to stop the melt downs by -1 if you lose any combats???
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

  14. #14

    Re: VC 2250 - no smoking please

    In my opinion your army has a few problems.

    1. Low strength: You will have problems with armies that have a good armor save. The ghouls are great at dishing out poison wounds, but at strength 3 an enemy makes too many saves. The strength potion is one use.
    2. Two lords: I have found that one tooled out vampire lord does better than the vampire and master necromancer combination. A single lord also costs less.
    3. No scroll caddy: I always include a cheap necromancer or basic vampire with a scroll of dispel. You will want that for when your enemy is about to cast dwellers.
    4. No level 4 wizard. I have found this can make a difference.
    5. I do not believe people can effectively use 4 wizards and the ROFD. I have been down the road of adding several wizards and I never have had enough power dice to use them all. One or two bad magic phases and all the points are wasted. I know you stated that you will focus on casting invocation. However, with your ghoul themed army rerolling misses from using vanhals gives you an extra chance at getting a 6 for poison.

    I understand with personal style and limited funds people make different choices. A ghoul themed army is fun. However, from my experience of what wins, I would completely change the army. I would do the following:

    1. Go to only one lord maxed out as a lv 4 vampire lore wizard/combat killer. I can post mine if you wish. Have one vampire hero lv 2 vampire lore wizard BSB with a scroll of dispel and some defensive armor.
    2. Remove the ghouls, remove the Varghulf, trim the crypt horrors to 7 or 8.
    3. Make all zombies one unit. Add a large unit of skeletons with spears. Add a third redirect unit of wolfs. Spend no more than 25% on core.
    4. Add a center block horde of 45 to 50 grave guard with two handed weapons and the banner of the burrows.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •