Hi, very interested in starting a VC army, been mucking about with the army book and my biggest problem (as I'm sure others are familiar with) is cutting down all the cool stuff that I would love but simply can't afford to take.
This is my favorite list I've come up with; is this a viable thing to build towards?
Lords-498
Vampire Lord, Lv 3, LoV, Quickblood, Red Fury, HA, Shield, Barded Nightmare, Ogre Blade, TOTS, Nightshroud, Summon Creatures of the Night
Heroes- 160
Necromancer, Lv2, LoV, MotD, Rod of Flaming Death
Core-500
7 Dire Wolves
7 Dire Wolves
6 Dire Wolves
45 Skeletons, HW/S, SB/M
19 Skeletons, HW/S
Special-842
9 Black Knights, Lances, Barding, FC, Banner of Barrows
10 Hexwraiths
6 Crypt Horrors
Rare- 0
Total-2000
So- tooled up vamp lord, very combat capable, with an IoN-friendly BK escort. Forms spearhead of a mobile element that includes a large hexwraith unit- these can thus be consistently close to the general to ensure 16" march moves, and thus pick and choose who they will deliver their 10 devastating hits to. Mobile element also includes several units of doomwolves. Can be used as roadblocks/general chaff, but with the addition of Summon Creatures of the Night on the mobile general, can be buffed at +4 models per turn. Starting size of all three units thus big enough to hit a rank-disrupting 10 models with a single level 3 cast of IoN.
More static element to army consisting of small skeleton mage bunker for MotD Necro, decent sized crypt horror anvil, and large skeleton anvil/tarpit (both skele units to be further boosted in size of course).
Particularly pleased with the vamp lord's build- 5 ASF S7 attacks plus quickblood, with rerolls to enemy ward saves. Defensive- 1+AS, enemies ASL, no strength bonuses. Unfortunately no points to squeeze in a ward save, but you cant have it all can you.
I'd particularly value thoughts on whether this vamp lord could be improved, on whether people see a better use for the necro's magic items than the flaming rod, and what people's experiences with large units of hexwraiths have been like.
Thanks in advance!
This is my favorite list I've come up with; is this a viable thing to build towards?
Lords-498
Vampire Lord, Lv 3, LoV, Quickblood, Red Fury, HA, Shield, Barded Nightmare, Ogre Blade, TOTS, Nightshroud, Summon Creatures of the Night
Heroes- 160
Necromancer, Lv2, LoV, MotD, Rod of Flaming Death
Core-500
7 Dire Wolves
7 Dire Wolves
6 Dire Wolves
45 Skeletons, HW/S, SB/M
19 Skeletons, HW/S
Special-842
9 Black Knights, Lances, Barding, FC, Banner of Barrows
10 Hexwraiths
6 Crypt Horrors
Rare- 0
Total-2000
So- tooled up vamp lord, very combat capable, with an IoN-friendly BK escort. Forms spearhead of a mobile element that includes a large hexwraith unit- these can thus be consistently close to the general to ensure 16" march moves, and thus pick and choose who they will deliver their 10 devastating hits to. Mobile element also includes several units of doomwolves. Can be used as roadblocks/general chaff, but with the addition of Summon Creatures of the Night on the mobile general, can be buffed at +4 models per turn. Starting size of all three units thus big enough to hit a rank-disrupting 10 models with a single level 3 cast of IoN.
More static element to army consisting of small skeleton mage bunker for MotD Necro, decent sized crypt horror anvil, and large skeleton anvil/tarpit (both skele units to be further boosted in size of course).
Particularly pleased with the vamp lord's build- 5 ASF S7 attacks plus quickblood, with rerolls to enemy ward saves. Defensive- 1+AS, enemies ASL, no strength bonuses. Unfortunately no points to squeeze in a ward save, but you cant have it all can you.
I'd particularly value thoughts on whether this vamp lord could be improved, on whether people see a better use for the necro's magic items than the flaming rod, and what people's experiences with large units of hexwraiths have been like.
Thanks in advance!