1500 VC - Newish Player

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alex.fry

Zombie
Mar 4, 2013
2
Zombies
4
Hey everyone

So I'm a newish-returning-know the rules-not played much-kind of player, battling against Lizardmen later on this evening, not far away I know.

This is the list I'm thinking of running, any help or advice anyone can give will be much appreciated. I'm not too clued up on strategy either so if anyone has a few tips that will be great.

1500pt Vampire Counts 8th Ed

+ Lords + (230pts)

* Master Necromancer (230pts)
Lore of the Vampires, Wizard Level 4, Talisman of Endurance

+ Heroes + (202pts)

* Vampire (202pts)
Barded Nightmare, Heavy Armour, Lore of the Vampires, Shield, Wizard Level 1, Red Fury, sword of swift slaying

+ Core + (375pts)

* Dire Wolves (40pts)
5x Dire Wolf

* Dire Wolves (40pts)
5x Dire Wolf

* Skeleton Warriors (230pts)
Champion, Musician, 40x Skeleton Warrior, Standard Bearer

* Zombies (70pts)
Musician, Standard Bearer, 20x Zombies

+ Special + (456pts)

* Grave Guard (320pts)
Champion, Musician
* 20 Grave Guard
20x Great Weapon
* Standard Bearer
Banner of the Barrows

* Vargheists (148pts)
Champion, 3x Vargheist


+ Rare + (220pts)

* Blood Knights (220pts)
4x Blood Knight, Musician, Standard Bearer

The Necromancer goes in the zombie bunker at the back, the Vampire fronts the Blood Knights.

So I'm thinking the skeletons at the front in horde formation with the bunker behind. Dire wolves for holding up units. Then the blood knights and grave guard are kill units. Vargheists will be the backup and fly around pickin units off.

So how does that sound?

Many thanx
Alex
 
Remove all individual point costs for a starter, and read the forum's rules next time, or CN will be in a mess with GW.

I'd remove the 20 grave guards, as they are far too few to do any real damage. Add 40 Crypt Ghouls instead so that you have more stuff to keep the enemy locked in combat so that the blood knights can do their thing.

Wight Kings are pretty subpar, and he hasn't got any real save so he might end up being killed in a charge. And with a great weapon he can't do any damage thanks to getting to strike last. If you got spare points, grab another Necromancer perhaps a death to snipe enemy characters?

Or take another 20 zombies, they're always great to have.
 
I would say get rid of the champions on the wolves, add more skeletons, get rid of grave guard and Wight king and add more vargheists and one more blood knight. So then you have a nice block of skeletons with your vamp hero, a zombie bunker with your master necro behind it to help buff your skeletons, dire wolves to redirect what you don't want attacking you, and your blood knights and vargheists to flank and take out flanking units.
 
My bad for not reading the rules properly, quite annoyed at myself for that. Sorry anyway.

Edited my original post to adhere to the rules and actually edited my list to what I ended up running last night (took out the wight king for a start).

I didnt see the replies Til after we'd played so I didn't take out the grave guard. Was quite surprised you suggested taking them out actually, I really thought everything seemed pretty solid and was told they would hold up nicely with Invocation of Nehek.

The GG actually did nothing last night :). But only because we ended up playing a meeting engagement and they came on as reinforcements, and I was second to play. So all they got to do was basically chase the rest of the army. Which they did quite unsuccessfully as on the lizardmens second turn, the slann popped off an irresistible dwellers below on my Necromancer and zombie unit, crumbling some of my units pretty well. Not good. Actually managed to pull back though and ended up winning thanks to some good rolls with the blood knights and vargheists.

So yeah I guess you're probably right, I may still run this list in a couple of days though and see how it goes, plus I just want to use the grave guard. I'm still open to suggestions though...
 

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