2000 Pts - Vampire Counts RosterFantasy Army: Vampires
Master Necromancer
1 Master Necromancer, (General; Master of the Dead; Level 4 Upgrade; Hand Weapon; Undead)
1 Dispel Scroll
1 Talisman of Preservation
1 Lore of the Vampires
Necromancer
1 Necromancer,
1 Ironcurse Icon
1 Lore of the Vampires
1 Cairn Wraith,
Spirit Host
1 Spirit Host, (Ethereal; Undead)
1 Spirit Host, (Ethereal; Undead)
1 Spirit Host, (Ethereal; Undead)
Skeleton Warriors
35 Skeleton Warriors, (Musician Mus; Standard Bearer Std; Hand Weapon; Light Armour; Shield; Undead)
1 Screaming Banner
Zombie Horde A
38 Zombies, Musician Mus; Standard Bearer Std;
Zombie Horde B
38 Zombies, Musician Mus; Standard Bearer Std;
Zombie Horde C
20 Zombies, Musician Mus; Hand Weapon; Undead)
Dire Wolves
5 Dire Wolves,
Dire Wolves
5 Dire Wolves,
Grave Guard
35 Grave Guard, Musician Mus; Standard Bearer Std; Great Weapon;
Crypt Horrors
9 Crypt Horrors,
The plan:
The zombie unit C will be the mage bunker in single file 1x20 or 2x10 depending on setup. They will go behind the rest of my army. The reason they are in such thin lines is to jump around the unit have access to any unit they need to buff. (I was thinking of having a level 1 or 2 lore of fire vampire for those monsters with regen till i realised spirit hosts do the job just as well, also it would be taking dice away from my invocation. I will start my magic phase by taunting the opponent to use dice with offensive magic but saving enough if i can to cast 2 IoN a turn.
Zombie unit A and B will be with either the grave guard or crypt horrors to take a charge if need be. Also will try and get these up to as many as i can throughout turn 1 and 2 before continuous combat starts.
The Carin wraith hero will go with the skeletons because his terror will now make even ogres have to test for fear with the 3d6 (i didnt choose fear bomb vamp because its to many points). Also he can charge out at any chaff or monsters incomming.
Spirit hosts will be for getting rid of chaff/holding up monsters.
The dire wolves will be for redirecting. mainly next to the zombie units so they can have an extra turn of IoN to increase numbers as much as possible.
What i didnt get and why:
I did think about taking a corpse cart for ASF but they move way to slow even if i put them at the fornt of the army they end up behind or dead by turn 3. If people can prove to me they work and how to use them that would be great but i just dont see the point in them for 90 points atm.
The bsb, i didnt take one because either way i planned it out e.g. white king bsb 50/45 pts of armour/shield comes to 164, my vampire which i would either make my fire wizard/bsb would come to 161 or 200-211 pts with magic armour. I personally think for that amount of points and only -1 crumble i can get a level 1 necro + alot more infantry or just alot more infantry.
I was thinking of a black coach for something that is really good to hit units but i cant afford losing PD in my magic phase with a crumbly army.
Whats your opinions on this, how could i improve it?


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