My second game trying a completely new, somewhat more mobile, Vampire Counts list. Just played it today so I actually remember details, unlike the first one.
Onto lists;
Titus Rivendare Vampire Lord
Level 4 Lore of Vampires, Heavy Armour, Barded Nightmare
Enchanted Shield, Ogre Blade, Talisman of Preservation
Quickblood, Red Fury
Lady Blaumeux Vampire
Level 2 Lore of Shadows, Heavy Armour, Barded Nightmare, Lance, Shield
Dragonhelm
Fear Incarnate, Supernatural Terror
Necromancer
Level 1 Lore of Vampires
Zombies (30, FC)
Zombies (40, FC)
Skeletons (30, FC)
Skeletons (30, FC)
Dire Wolves (5)
Black Knights (11, FC, Barding, Lances, Screaming Banner)
Spirit Host
Spirit Host
Terrorgheist
Terrorgheist
Varghulf
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Only items that were used, shown.
Sorcerer Lord
Level 4 Lore of Shadows, Dispel Scroll
Chaos Lord
Mark of Tzeentch
Sword of Anti-Heroes, Charmed Shield, Talisman of Endurance
Exalted Hero
Battle Standard
Armour of Damnation
Sorcerer
Level 2 Lore of Tzeentch, Mark of Tzeentch, Disc of Tzeentch
Golden Eye of Tzeentch
Throgg the Troll King
Chaos Warriors (22, FC, Mark of Tzeentch, Shields)
Chaos Marauders (40, FC, Mark of Tzeentch, Shields)
Marauder Horsemen (5, Spears)
Marauder Horsemen (5, Spears)
Chaos Trolls (7)
Chaos Warshrine (Mark of Tzeentch)
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Scenario - Battle for the Pass...
Deployment
Spells
Vampire Lord Invocation, Vanhels, Hellish Vigour, Raise Dead
Vampire Miasma, Withering
Necromancer Invocation
Sorcerer Lord Miasma, Withering, Pit of Shades, Mindrazor
Sorcerer Flickering Fire, Baleful Transmogrification
Turn 1
Warriors of Chaos
Marauder Horsemen, having vanguard moved closer to the Wolves, charge them. Everything else moves up. Sorcerer attempts to Transmog Spirit Host one, I let it through and it does one wound. Sorcerer Lord casts Mindrazor on the Chaos Warriors - dissuading me from attempting a charge. Warshrine gifts the Warriors Fear. Dire Wolves kill a Horseman without losing a dog in return, drawn combat.
Vampire Counts
That charge is huge anyway, so I make a huge mistake and move the Knights up, but at a bad angle. Varghulf moves up to support and the Terrorgheist 1 and 2 go to threaten the two Marauder Horse units. Spirit Host 1 charges the Trolls, didn't know Throggs vomit was magical... Magic Phase! Something like 8v5. Decide to cast Miasma Movement on the Warriors with 3 dice. IF. They lose 1 movement, I lose 7 Black Knights, a wound on the Vampire hero, and the Power Dice I had left. Well, that was certainly worth the trade. Death Shrieks fail to live up to their name and a single Horseman is killed. Dire Wolves and Marauder Horsemen continue to slap each other ineffectually. Spirit Host doesn't wound and gets vomited on. What a turn.
Turn 2
Warriors of Chaos
Chaos Warriors shimmy up with the Marauders at their flank, avoiding the Terrorgheist. Trolls, Disc Sorcerer and Horsemen move towards the Skeletons on the far flank. Magic is 2v1, and the Sorcerer Lord suffers Not Enough Power! Warshrine gifts the Warriors +1 armour save. Marauder Horsemen defeat the Dire Wolves, but are now staring down a Terrorgheist.
Vampire Counts
Charges! The Black Knight bus intend to charge the Marauders, with that juicy Sorcerer Lord, but I've angled them badly and they're just out, so I go for the Warriors instead. The Varghulf joins their attack and the 'Gheist charges the Horsemen. Skeletons align in such a way that even if they're all murdered, the enemy can't overrun to the Necromancer's Zombie bunker. Vampire Lord kills 4 or 5 Warriors, and the Chaos Lord just about manages to kill the BK Champion in a challenge, the rest of each unit does diddly squat, and even the Varghulf's attacks and Thunderstomp only manage another 2 kills. Warrior's Ld10 Steadfast keep them there. Terrorgheist Death Shrieks the Marauder Horsemen to oblivion.
Turn 3
Warriors of Chaos
That movement error comes to bite me in the backside even more, as the Marauder unit hits my Black Knights in the flank. The Trolls, Sorcerer and other Horsemen hit my Skeletons. Magic has the Sorcerer Lord not have enough power again, and that was that. My Vampire Lord decides to engage the Chaos Lord in a challenge, and I deal two wounds to him while he only manages one in return. The Exalted Hero kills the Vampire Thrall, and my unit and Varghulfs, though they take few casualties, don't cause barely any and that causes my General to crumble away. I hate that rule.
Vampire Counts
Poof goes my upper Terrorgheist to crumble, and the lower one suffers 4 wounds. The remaining Spirit Host disappears and the Zombies and Skeletons, annoyingly, suffer hardly any wounds. Why couldn't they die in droves and the 'Gheists survive I don't know. Magic Phase gives me... typically of my rolling... and 11! With one L1 wizard to use them with. I promptly 6 dice Invocation, IF, summon some Zombies and Skeletons. Miscast result - 3. Resulting detonation kills more Zombies than I resurrected and kills the Necro.
I unsurprisingly concede.
(thoughts to come)


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On the other hand, I stopped using skeletons all together and only run zombies now (3x40). Skeletons never did much for me so I might as well pay less and have more zombies. 