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2000 pts Knights of the Queen

Demian

Vampire Count
True Blood
#1
Another idea for a 2000pts list with:

Neferata
General

Vampire Lord on Zombie Dragon
Chalice, Shield, Sword and Cursed Book

Vampire Lord on Barded Nightmare

10 Zombies
10 Zombies
10 Zombies

6 Vargheists
5 Blood Knights
1 Tomb Scorpion

Leaders = 3
Wizards = 3
Spells per turn = 4
Behemoths = 2
Vampiricness = +gazillion!!!

80 pts left for summoning either a Bat Swarm (to munch through shooty armies entirely)
or a Banshee, Cairn Wraith, another zombie squad or Dire Wolves.

The idea is to stack -1 to hit on everything we have, while having Neferata + Cursed Book on a big model (the ZD Vampire Lord), as tanky as he can get (shield on him as much as possible + Dark Mist) so that he can go face-tank everything on a single charge, then let the Vargheists + Blood Knights + Neferata go in for the kill in a massive charge, where everyone is debuffed (Hopefully).

Scorpion is to unburrow near war machines, and the extra summoning is to get some Bat Swarms in range early in the game, or around turn ~3 to make archers useless and not needing to waste time on them.

4 Spells per turn, with Spirit Blight and Dark Mist being the most important ones! Shield and Bolt/Blood Boil to the taste. Spirit-Possessed Sword on the ZD since he's going to remain in combat for quite long, tanking stuff.


What do you think! :D!

EDIT: I have a second list, adding the Mourngul:

Neferata
General

Vampire Lord on Abyssal Terror
Shield, Sword and Cursed Book

Heinrich Kemmler

10 Zombies
10 Zombies
10 Zombies

3 Vargheists
5 Blood Knights
1 Mourngul
1 Screaming Skull Catapult

Leaders = 3
Wizards = 3
Spells per turn = 5
Behemoths = 2
Artillery = 1

We shouldn't worry too much about shooting attacks, since the Vampire Lord on the Abyssal Terror can double the move of any unit with his spell, and all 3 to-Hit debuffers can fly and move at considerable speed. If not, sending in Vargheists (or leaving their points blank so we can summon anything / fielding Scorpions or Stalkers) can make a difference.

Take note of some units who will not be able to attack due to having -4 to Hit on the right conditions...

Also, since this would be a Ld Debuff list, it only made sense I tweaked it a bit and add Kemmler for the extra healing spell a turn (plus a tasty +1 to his dispel attempts), added survivalbility and mobility on the battlefield, as he can take a single unit of 10 zombies as his bodyguard / wound dump and join the battle from afar, healing Neferata and the Vampire Lord as needed since he does not have a chalice.
 
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Malisteen

Master Necromancer
#4
the zombies need to be separate units to fill battle line requirements. presumably they use their mob up type ability to merge together into one unit during the game, unless there's some pressing reason not to in a particular battle plan.
 
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