1000 Points Tutorial List (Old World - Vampire Counts)

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Sep 26, 2025
8
Toronto, Ontario
Zombies
35
Hi folks,

Once I get my second round of priming done I'll be jumping into painting and learning the game. I've quickly put together a list without looking too closely at the book or the rules for vampire counts. The models I have are found in this post. What could I swap out or change? The goal of the list is to get to know how the game is played and how vampire counts. I understand some of the basic theory like hammer and anvil and the importance of spells like invocation of nehek. Though outside of that I'm not too familiar:

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Tutorial List [997 pts]
Warhammer: The Old World, Vampire Counts, Open War
===

++ Characters [326 pts] ++

Vampire Count [266 pts]
- Hand weapon
- Heavy armour
- Level 2 Wizard
- General
- On foot
- Beguile
- Necromancy

Necromantic Acolyte [60 pts]
- Hand weapon
- Wizard [Level 1 Wizard]
- On foot
- Necromancy

++ Core Units [351 pts] ++

40 Skeleton Warriors [205 pts]
- Hand weapons
- Light armour
- Shields
- Standard bearer

10 Dire Wolves [86 pts]
- Claws and fangs (Hand weapons)
- Doom Wolf

20 Zombies [60 pts]
- Hand weapons

++ Special Units [125 pts] ++

Corpse Cart [125 pts]
- Balefire Brazier
- Hand weapons

++ Rare Units [195 pts] ++

5 Blood Knights [195 pts]
- Hand weapons
- Lances
- Iron-shod hooves
- Heavy armour
- Shields
- Barding

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Created with "Old World Builder"

[Old World Builder - Army builder for Warhammer: The Old World]
 
So a couple of thoughts:

Is your group using the renegade pack (I'd suggest they do as it helps balance legacy lists) otherwise your vampire can't wear armour and cast.

No magic items on your general? He's pretty good based but even just a basic magic sword adding an attack, strength etc can help. However my big worry here is that he's got relatively little protection, as apart from your Blood Knights he's your main hitter so I'd want a ward save on him.

Is the vampire going in the skellies and Necro on the CC in the zombies?
 
So a couple of thoughts:

Is your group using the renegade pack (I'd suggest they do as it helps balance legacy lists) otherwise your vampire can't wear armour and cast.

No magic items on your general? He's pretty good based but even just a basic magic sword adding an attack, strength etc can help. However my big worry here is that he's got relatively little protection, as apart from your Blood Knights he's your main hitter so I'd want a ward save on him.

Is the vampire going in the skellies and Necro on the CC in the zombies?
Hey, thanks for the feedback. I have no idea what rule set people use. I was unaware of renegade (aside from seeing it in the drop down menu, creating this list). I'll ask around and see what is and isn't allowed.

Fair feedback regarding ward saves and equipment, I'll tweak my list and see what I can do.

Tentatively, yes, the vampire goes with the skeletons, and the necromancer in the zombies - though I need to rebase them to actually fit on the old world bases. What do you mean by the necromancer on the corpse cart in the zombies?
 
I think most groups agree the renegade pack is balanced and reasonable for the legacy armies, so fingers crossed your group will be ok with it. For VC its relatively minor changes, the main one being allowing to wear armour which is key really.

On the Corpse Cart - sorry was referencing old rules from 15 years ago 😅 Necros used to be able to choose a CC as a mount as well as it being on its own. Looking up the new rules it the Corpsemaster on the Cart is a level 1 wizard as well?

The main thing I'd say in a VC army is that your characters make much more a difference that other armies, realistically your skellies and zombies are going to do little but be tarpits and try and break by outlasting and breaking the enemy. So make sure your characters can stay (un)alive and and are kitted to do their thing effectively, whether that is killing things (vamp) or raising your troops back into the fight
 
I was eager using the Renegade pack but increasing the vampire count's leadership to 9 prevents using a master necromancer as general and still being able to field a vampire count. This is quite restrictive as I wanted to run a MN on mortis engine and a VC on abyssal terror.
 
Maybe the mad and self-important necromancer riding his throne on a bunch of ghosts let loose his vampiric but degenerate creation (using a vengorian lord model).

Or maybe the vampire used his political puppet as general so he can wreck carnage while not having to work out how to command a bunch of brainless soldiers around.

So many good reasons... :p
 

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